WIP-Audi A5 Sportback 2010
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@solo said:
Lookin' great mate.
Can you post some lines, so as to show the complexity of the mesh.
Sure. Here you are!
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Is that SketchUp? What style have you applied? Are the geometry and faces on separate layers?
Looks kinda like SketchUp but strangely not?
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@unknownuser said:
Is that SketchUp? What style have you applied? Are the geometry and faces on separate layers?
Looks kinda like SketchUp but strangely not?
Nothing "suspicious" applied here at all It's totally Sketchup modelling. I've just spent almost 2 hours to hide some unnecessary lines of the model so that it would look a lot tidy and clean. Here's the original shot
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It's just the weird style applied that's giving an illusion of quads. Why do you hide the triangulation?
Nice model BTW
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@unknownuser said:
It's just the weird style applied that's giving an illusion of quads. Why do you hide the triangulation?
Nice model BTW
I dont know either bring 3ds max into SU, maybe
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@unknownuser said:
Is that SketchUp? What style have you applied? Are the geometry and faces on separate layers?
Looks kinda like SketchUp but strangely not?
That's exactly what I was going to ask.
@swagen said:
I dont know either bring 3ds max into SU, maybe
Yeah I thought it some quad modeler. You must have a lot of patience.
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@marian said:
Yeah I thought it some quad modeler. You must have a lot of patience.
Both TIG's and Fredo's tools now support quads which QuadFace Tools can use.
That model got a nice topology. Nicely flowing loops.
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swagen: is that a model you should share? publicly or privately? I'd love to test it out with QuadFace Tools. Maybe I could use it in my tutorial videos I need to make for the plugin? Would be great to demo on a real world model like this.
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Super clean modeling! I envy your skills
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@thomthom said:
swagen: is that a model you should share? publicly or privately? I'd love to test it out with QuadFace Tools. Maybe I could use it in my tutorial videos I need to make for the plugin? Would be great to demo on a real world model like this.
I think there would be no problem with that. It would be my honor!
@marian said:
Yeah I thought it some quad modeler. You must have a lot of patience.
Yeah. Patience is essential! Especially with this way of modelling.
@hellnbak said:
Super clean modeling! I envy your skills
Thanks for the kind words!
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Great work...can't wait to see more!
I'm curious, are you using physical dimensions taken from an actual car or blueprint, or are you doing this by eye from photo references or something else? I'm always amazed when someone successfully captures the complex body shapes of a car ..it would be interesting to know your workflow.
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Thanks so much for the incredibly helpful info!!!
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Yay!!! I love what you do here,the wires show how much you are working on this !!I used to model like that!! Now i got too lazy and i inserted in my modeling technique the almighty SDS aka Artisan .
Less work on making the initial geometry but sometimes smoothing takes longer for small details !Here's the low model : http://forums.sketchucation.com/download/file.php?id=46196&mode=view
And here's the smoothed model : http://forums.sketchucation.com/download/file.php?id=46557&mode=view
Hope you don't mind!Keep it coming!
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Really ? Wow ,, glad i could be of help !!
You are getting in at another level ,for sure!!
Take care and most important, have fun!!
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@swagen said:
A precision blueprint is essential
It might be essential, but it's not always available. Many of the cars I model have no blueprints available at all, let alone a "precision" blueprint. I'm lucky if I can find a good profile photo, and even then it's a perspective shot so it's distorted. So what would you do in a situation like that?
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@hellnbak said:
@swagen said:
A precise blueprint is essential
It might be essential, but it's not always available. Many of the cars I model have no blueprints available at all, let alone a "precise" blueprint. I'm lucky if I can find a good profile photo, and even then it's a perspective shot so it's distorted. So what would you do in a situation like that?
Well, in that case it would be different. I mean experience play a big role here. You can easily shape out the body of a car with some reference pictures, but with a precise blueprint, you can get way further. Anyway, it's not so hard to find some good references of a modern car in the internet nowadays, unless you're looking up for some kind of this http://forums.sketchucation.com/viewtopic.php?f=333&t=29987
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@ely862me said:
:thumb:
Yay!!! I love what you do here,the wires show how much you are working on this !!I used to model like that!! Now i got too lazy and i inserted in my modeling technique the almighty SDS aka Artisan .
Less work on making the initial geometry but sometimes smoothing takes longer for small details !Here's the low model : http://forums.sketchucation.com/download/file.php?id=46196&mode=view
And here's the smoothed model : http://forums.sketchucation.com/download/file.php?id=46557&mode=view
Hope you don't mind!Keep it coming!
Hah! Be honest, it was you who inspired me with SketchUp modelling, by this video http://www.youtube.com/watch?v=tzjA0GPdQrw&feature=relmfu
I've never thought Sketchup could ever make that kind of mesh until you show me. Great thanks for you, sir! -
@unigami said:
Great work...can't wait to see more!
I'm curious, are you using physical dimensions taken from an actual car or blueprint, or are you doing this by eye from photo references or something else? I'm always amazed when someone successfully captures the complex body shapes of a car ..it would be interesting to know your workflow.
You've got the idea. A precise blueprint is essential in this case.
I mostly look up from this site http://www.the-blueprints.com/
I usually split the blueprint into 4 parts: front, side, rear and top view. And then rotate, align them into precise position.In order to speed up workflow, I divided the scene into 4, using parallel projection : "top", "right", "back" and "perspective". This allows you to switch among them easily just by clicking those tabs.
Once done with these things, we're ready to start.It's really hard to decide which part of the car to start but I usually begin with the front fenders. The key here is the number of segments you use when create the circle. It's quite hard to describe by words, let's just look at the picture:
The more segments you have here, the more resolution the other parts can get.
These are only some of my "tips" to speed up the workflow. If you're planning to creat some kind of car with good attention to detail and clean, highly recommend to use other software like 3DsMax, Maya or Cinema4D. No need to "play" with SU
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Looking very nice. I Love the topology.
Btw, when modelling, have you used QuadFace Tools? http://forums.sketchucation.com/viewtopic.php?t=39442 -
Awesome modeling
Love the level of detail you have put in it!
Can't wait to see the finished render(s)
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