My first post!
Hi guys.
I'm fairly new to 3D modelling and have recently started a project modelling the motorcycle from Akira in Max.
As Im not that experienced Id really appreciate any advice or constructive criticism you guys could offer, be it on my process, topology, suggesting techniques to use etc
One thing I did notice after gathering a load of reference images was that there doesnt really seem to be a consistant design to the bike. It even changes throughout the film itself! For this reason I guess I can take some liberties and use a bit of artistic license. But should you spot and glaring errors please let me know.
Anyaway heres where im currently at:
Am I right in assuming that I should be modelling it in lower poly pieces and then applying a turbo smooth modifier, collapsing the stack and then altering/deleting any unwanted edge loops? Or would you suggest a better method?
Also, is it right that what with it being a vehicle (and thus smoothy and shiny) I want to be doing my best to avoid tri's?
Thanks for your input!
Replies
i clicked on the page where the tutorial is supposed to be, but it was dead...sorry
So i dont ever want to collapse the stack?
What should I do then in regard to any unwanted edge loops that are added as a result of turosmooth that dont affect the silhouette? Delete them via Edit Poly modifier?
Add the turbosmooth on top of your edit poly but don't collapse, switch back to the edit poly below and alter the shape and this will change how the turbosmooth affects your model.
Don't ever collapse the stack with a turbosmooth on top or you'll end up with too many vertices to handle and it becomes very nightmarish to work with, not too mention long...
I havnt had as much time to work on it as id like but its slowly coming on...
Im still a bit confused about how i should handle the unwanted edge loops created by the turbosmooth modifier.
Should i add a Edit Poly mod on top to delete them? Or do i collapse the stack at the very end of modelling and delete them then?
Anyway, any comments or criticism is welcomed:
Be careful of the edge control...some of your edges are too sharp while others are too soft...try to keep your edges the same thickness...
as far as modeling a vehicle, when I had to model my first car I bought the 1:12 scale model and used that as reference. gl
Im having a bit of trouble with the pinching on the console.
I have two edges running along to keep the definition on the top of the console when turbosmoothed, but these edges create the pinching on the side. Im not sure how to arrange the topology to fix it. Any tips?
ETA: Check out this link for more http://wiki.polycount.com/NormalMap#Modeling_The_High-Poly_Mesh