| Car tutorial page 2 |
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T-Splines Car TutorialPrev. 1 2 3 4 5 6 Next21. Now we have to convert it to polygons and edit the topology with the edge split tool. 22. Build the surface with the Birail+ tool and after that convert it to polygons. After editing the topology, merge that part to the rest of the polygon parts. 23. With the extrude edge tool scoop the location of the front lamp and the gap. 24. Create a few new curves for the bottom part. You can model them more easily if you duplicate and detach the long curves that we created before. 25. I lofted these surfaces. 26. And then converted them to polygons. 27. Now we have to decrease the tessellation and after that merge the patches. Try to keep quad topology and don't use triangles. 28. Add more detail on it so you will keep the bevel edges after converting to T-Splines. 29. The front part of the picture shows how to eliminate the triangles from that part of our car and keep the shape of geometry and bevels. 30. Now we merge the "V" shaped geometry to the bottom part. 31. Detach the hood and scoop the borders with the extrude edge tool and add extra edge loops near the edges. 32. Merge that arc to the front fender. 33. Scoop the front fender also and add on it an extra edge loop. 34. Our work until now. 35. From a nurbs cylinder we can reshape the front grid. You can delete the hidden parts of the cylinders. 36. Move to the right position and scale them in the front image plane. 37. Now we move to the back part of our car. Create a few surfaces from curves. 38. Build the scooped surface and detach it where indicated. 39. Merge the 2 selected surfaces and reduce the number of spans. 40. We will stitch this part onto our new surface. Prev. 1 2 3 4 5 6 Next |
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