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T-Splines Car Tutorial

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101. Reshape it and use the ffd box tool for deforming.



102. After converting to polygons, reduce it onto quads.



103. Use the extrude edge tool to build the inside part of the mirror.



104. Create a NURBS plane for the glass of the mirror.



105. Add more detail along the mirror. Use reference images because that level of detail usually isn't on the blue prints.



106. Build the mirror holder. Merge the two objects pictured above.



107. Don't forget edit the topology after you used Boolean. Add extra edges close on the borders and extrude those faces for holding the mirror.



108. Build the rear windshield wiper and move it to its place. I won't go into detail here because you can build this part by using any your own techniques.



109. Add extra edges on the borders for the nice bevel result after the conversion.



110. For the front windshield wipers you can use the copy of the rear screen wiper. You have to reshape and rotate it by the image planes or the reference images because the shape isn't the same for any two windshield wipers on this car.



111. It's easiest to build the windshield wiper fluid squirter from a polygon cube.



112. Now the car is ready for reducing and converting to T-Splines.



113. Reduce the density of this part of the car. You don't need as much detail because after conversion to T-Splines you get a nice clean and smooth result.



114. Pay attention on the topology.



115. Merge all possible parts into one object. The vertices of this shot are merged, and it's all quads. Try to replicate this.



116. After you reduced the whole car, convert it to T-Splines. The reason why I left the reducing for the end is because the higher density car was much closer to our final output than that reduced version. This way, you don't need to continually convert to T-Splines to verify the result after every modeling step. (In the future if T-Splines has an extrude edge tool you can model this car all from T-Splines.)



117. Now you can delete the unnecessary edges whose existence don't affect the shape of the car. After deleting some edges you can see the nice T-junctions result.



118. The converted and reduced model.



119. Our final car.



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