[WIP] '69 Dodge Charger
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maybe you would say "unsmooth quads", ok, but i didn't mind that..
i'm guessing how do you manage to have a so clean quad mesh after subdivision in sketchup .. -
Luck
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ah ok, i was wondering if you exported to blender or used some modeling trick or cleaned it by hand or something like this.
so.. luck.. -
Here my version
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That's a two iteration subdivision you did there, right?
That seem to generally produce a smooth enough result for most cases - certainly enough polys. -
I tried a bit the shape, if you know well the real shape it shouldn't be hard, at least not how I work.
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Better one ..
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@ely862me said:
Better one ..
Now that's pretty close.
You're using tris for your mesh, are you?
I'm building the mesh in quads atm. I'm finding that I need another tool for building corners.
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Are you guys speaking a foreign language? Maybe Martian? Wookie?
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@thomthom said:
I'm finding that I need another tool for building corners.
thomthom, while cutting and splitting all those quads i was wondering if would be possible to add an option to the insert vertex tool..
in some cases i think could be helpfuf if one can choose to insert vertex that snap to edges or mid-points of the face instead of existing vertices (see the attachment), so the new small splitted facets are quads (at least with quad or tri parent face..)
what do you think about it? not sure if that can lead to logical/coding problems..
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@panixia said:
@thomthom said:
I'm finding that I need another tool for building corners.
thomthom, while cutting and splitting all those quads i was wondering if would be possible to add an option to the insert vertex tool..
in some cases i think could be helpfuf if one can choose to insert vertex that snap to edges or mid-points of the face instead of existing vertices (see the attachment), so the new small splitted facets are quads (at least with quad or tri parent face..)
what do you think about it? not sure if that can lead to logical/coding problems..Very good idea!!
Say, you tap Ctrl to toggle between connect from vertices or edges. -
I had a go at the door yesterday. Got the top blend between front and back fender roughly there. The blend between the scoops where harder than I thought. I need to completely rework them because the loops I got now doesn't match up. I end up with tris - and I want to do all quads.
Also updated the blue prints to the high res one. They where also much straighter than the ones I had.
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@thomthom said:
You're using tris for your mesh, are you?
I'm building the mesh in quads atm. I'm finding that I need another tool for building corners.
Yup, triangles all the way, it is easy because it's native.
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Nice - that's the shape. Triangles does seem to be easier to make these blend shapes. With quads you seem to need many more loops to make everything flow right.
I'll still play around with the quad version - I'm getting lots of ideas for new tools.
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Cleaned up some loops but not happy. Gonna start from scratch again.
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Quads and tris?
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Only 1 troublesome tri. The rest psuedo Quads. 293 verts. Wanna get it below 250.
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@rich o brien said:
293 verts. Wanna get it below 250.
Now you're adding a whole new dimension to this challenge!
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some true masterpieces here, you all guys rule! very intersting and lot to learn from you!
i did'n t fully understand what the blue loop actually controls..
why you didn't go for the more obvious solution of the two black loops?
i'm pretty sure this is another cool trick i miss.. just can't understand..
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