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Hey everyone.
I lack the skill of hard-surface modelling and right now modelling a mini would be great practise.
I'll be posting my progress regularly so any help with the topology and such would be bloody great help.
Right now, I'm working with SubD. Also, I'm starting off flat and then I'll be moving it to its position.
Replies
Ahh I should of realised that mistake. Thanks for that it does make sense. Cheers K, much appreciated.
@JoshuaC
Duly noted thanks Josh Learning as i go.
Anymore help would be great, even the little of things.
Model the car body as a rough continuous mesh and then subdivide it once to get a smooth base. This base will have nice transitions between the different parts of the body, otherwise there would be discontinuities in the specular reflections. After that you can cut in your seams and split the body-parts .
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I was wondering before suggesting some additional advice on optimising your project, is how far will you develop this automotive polygonal model? For example are you thinking about adding reflective materials or is this solely a modelling exercise?
Like Jakro said. I'll be fully texturing and lighting the car. There will be two end results - a new look, and then a damaged look.
Hi there:
Sorry for the delayed reply, busy with work
Now taking a peek at your progress thus far, even though you'd followed the advice offered above there still seems to be a number of topology issues in the base mesh that'll need to be addressed before moving on to the latter phases of the DCC pipeline and if I understand correctly the intention is to render a 'new' high res studio version alongside a 'damaged' I'm guessing weathered fully textured model.
I'll strongly suggest further editing slightly to bring it up to speed. Now for ease of following my critique I've made a copy of the object illustrating a personalised workflow that might be useful. It's a bit rough-'n-ready but will serve as quick 'tutorial' example via the following image attachments plus keep in mind just one of many techniques covering hardsurface modelling, so please take on board whatever info is specific to your needs.
First of all once the orthographic references are setup correctly, I'll then roughly sketch the main regions of the body work, paying particular attention too vertex spacing, reason being automotive subjects are typically surfaced with reflective materials through minimising shading errors by generating an even edge flow design is pretty crucial for a quality result. Note the only curved area's included at this stage are the front light cluster, radiator grill and wheel arches since these regions align along the relevant axis, whereas the rear break/indicator lights and fuel openings are diagonally off centre.
I implemented an 'Object Intersection' add-on a user of my preferred app authored to accurately place those objects, though that said the same process can be achieved by a Shrinkwrap modifier. One handy tip for checking consistency of a given geometry, are HDR/DDS Flow Check Reflection Maps or carpaint Matcap's (Material Capture) very helpful diagnostic tools for picking up distortion artefacts.
https://www.ebalstudios.com/blog/3d-modeling-artifacts-flow-check-reflection-map
http://www.vraymaterials.co.uk/products/vray-materials/automotive/
Put simply a material/texture packed with it's own lighting and reflective data, which does away with additional work of manually building lighting or reflective FX in your scene, so because it's also mapped to the object's normals (plus Material settings Shadeless is enabled) regardless of where the camera is moved the material's reflections will also move, effectively imitating real world characteristics if that makes any sense
Anyway browse those attached images, as I mentioned pick what you want from them and if needs be you're also quite welcome to the source file as well, just PM me and I'll throw up a link. Goodluck with it - happy modelling.
Cheers.
Hey Sacboi, no problem. Appreciate the help, seriously.
I have two major problems that I keep getting wrong and that is:
1. Topology
2. Geometry
I have the references Front, Top & Side but they're not 100% align which frustrates me a lot, how do you do it? lol
Your images will help tremendously but can you give me some advice on how to properly start modelling a vehicle? What's your process ?
Sorry for the questions, its just I'd like to understand everything about modelling this Mini so i can use it for other modelling purposes.
I'm going to start from the beginning again. I'll post images later tonight
Hi:
Nice progress! there's certainly a marked improvement, the topology is really sound, keep it up.
KurtPoly said:
I have two major problems that I keep getting wrong and that is:
1. Topology
2. Geometry
I have the references Front, Top & Side but they're not 100% align which frustrates me a lot, how do you do it? lol
Your images will help tremendously but can you give me some advice on how to properly start modelling a vehicle? What's your process ?
Sorry for the questions, its just I'd like to understand everything about modelling this Mini so i can use it for other modelling purposes.
Sure no worries glad to help, a few additional insights.
Reference Preparation:
Is a matter of individual preference but in saying that, at times differ slightly in terms of production standard. For example a client side job, where OEM output will be a key criteria. Oh...and for the record my background is self taught over a number of years, primarily as a hardsurface modeller dabbling a little in game dev (merely beer money gigs at mates-rates ) that is when time permits of course. My day job is as far removed one can get from the CGI spectrum, so basically you'd call me a hobbyist type dude
Anyhow once I've settled on an initial concept, I'll hunt around for suitable ortho references either bitmap (.png, jpg, tiff) or vector drawn .svg (Scalable Vector Graphics) but usually a high res'd jpg will do, mostly sourced from Blueprints.com image library.
(the ref I modelled off, at 1008 pixels/width by 623 pixels/height)
https://www.the-blueprints.com/blueprints/cars/austin/52658/view/austin_mini_cooper_s_%281964%29/
Briefly the difference between the two file formats aside from an accurate silhouette is scalability (re-sizing). A bitmap or raster image is made up of a fixed array of pixels that directly correspond to the number of bits per pixel drawn on screen. If I were to scale the above ref to a higher value it'll begin to loose resolution. Whereas conversely a svg formatted vector drawing, generated from solid shapes (curves & surfaces) will retain it's 'picture quality' irrespective of increased size. Furthermore another handy feature, is that you're able to edit line thickness, colour and appearance on the fly but here's the thing vectors typically cost *money*, hence my bias towards raster pic's for personal stuff.
Next checking for errors, whether skewing/distortion or offset alignment mainly caused by scanning, I'd seldom bother to resolve since after a ton of practice you eventually build an apptitude for eyeballing details by freehand. Though that being said if on the other hand I'm loath to search for another more usable ref set I'll fire up GIMP too correct any issues that might've cropped up. The following walkthroughs describe two methods of approach.
Simple straight forward GIMP tutorial. starts at 4:58min into the vid:
https://www.youtube.com/watch?v=SSedXO00H1c
An in-depth process focused on ultrahigh precision:
https://blenderartists.org/forum/showthread.php?370606-SBD-Dauntless-(US-Navy-dive-bomber)&highlight=douglas+dauntless
So duly validating my 'blueprint' and finding all's good I simply add guidlines to aid setup in app, shown via the attached GIMP workspace screencap.
Anyways it's great to know 'How' something is done however more importantly the reasoning 'Why' to begin with.
Cheers.
EDIT:
Heh...my comment was beginning to look like another text wall, so I'll post a followup reply detailing my modeling workflow tomorrow.
Thank you so much for putting the time in to help me This is quality help
Here's where I'm at now. I haven't added in the edge loops to tighten the corners yet. The high poly is just a smooth preview to see any smoothing errors
Hi:
Looking good
Though a couple of minor points I missed on the previous update, I've highlighted by modding your workflow images:
Fig 1
Just a little unevenness in the mesh, result slight shading artefacts caused by misplaced quads and triangles. Don't get me wrong triangles and vertex poles (an ngon...or a 5 edged face) especially are by no means 'bad' for modelling something in 3D, there's really no rule of thumb. So yeah whatever it takes basically, however just needs a bit of practise when or how too efficiently utilise them.
Fig 2
Applying a face loop overlay of a suggested topo reedited fix without the addition of to many extra polys.
FIg 3
Subdividing the quads plus inserting a face loop relocating the tri's should resolve the problem.
By the way I'm wondering if you'd read those linked articles on reflection flow maps or carpaint shaders, implementing their usage in automotive polygonal modelling workflows?
Cheers
I've sorted out the Tris except for the one which doesn't seem likes a problem when smoothed. And I have read the articles you sent me which was great help and bookmarked Feeling more confident in my topology workflow - Feel like I've come a long way especially before starting this project as I had no experience in hardsurface at all, so thank you for your time I haven't applied the flow map yet though. Still a long way to go Here's what I've got so far
Shweet! - looks like you're getting on top of this automotive modelling caper pretty damn FAST, if you ask me
Hmm...although might be a little nit picking crit, but the tyres seem to be a tad too 'rounded' specifically I'm noticing where the tyre's tread contact patch meets the scene's flat surface or maybe it's only due to the camera's focal length throwing a bit of distortion into the frame or something...
Very nicely done all the same.
Cheers.
That's what I like to hear Couldn't of done it without your help so thank you for that
Totally agree with the tyres, doesn't show the weight of the car as it looks like it's floating. I'll be fixing that
I haven't added any thickness to the side windows that's why there's no reflection on them.
Cheers kazmin
One thing to note, the classic mini had seams like this going along the corners.
But a lot of people removed them because of how ugly they are (but I like them), so you're not wrong in not having them. I just thought I'd point it out, my brother and dad are restoring a classic mini just now.
Yeah I had the exact same problem with my Mini. Kept getting the topology wrong, but I kept starting the whole thing over and over again - It was frustrating but every time I started again, I was improving I never thought I could model a vehicle because of their complexity but just go for it. You'll definitely become a better artist in the end no matter the outcome of the model
After days staring at the classic mini I began to love them. aesthetically, they're beautiful. Good luck on your real life model
Also I did model the seams, I still had a few parts that needed modelling
Amazing work Kurt!
I'm looking forward to seeing this model completely textured, if these recent tests are anything to go by And I was going to finish off posting my modeling workflow you'd requested earlier but nah...to be honest you really don't need them, continue what you're doing, practise when you can plus as far as I'm concerned you are well on the way to being a proficient 3D hardsurface modeller.
Cheers.
Yeah I've definitely learnt a lot modelling the Mini Cooper. I'm glad I posted it on Polycount otherwise I'd probably still be trying to model the shell lol You've been great help
More images: https://www.artstation.com/artwork/4e4Xl
Appreciate all the help guys
Wow!! just too fine
Now I'm looking forward to seeing this beauty 'roughed' up a bit...?!
KurtPoly said:
@sacboi Hi Sac,
Like Jakro said. I'll be fully texturing and lighting the car. There will be two end results - a new look, and then a damaged look.
Thank you
@sacboi
Cheers Saboi, you were great help As I'm graduating very soon, I might need to postpone my project
Your very welcome was a pleasure seeing this project plus skillset develop and best of luck with the future
Hope to see you back here sometime.
Cheers.
I'd add just the smallest hint of orange peel to the paint though. Kinda feels unnaturally smooth as it is