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Thread: Car modeling

  1. #1
    Join Date
    Apr 2010
    Posts
    87

    Car modeling

    Hello everyone,
    I have recently started doing an animation course. Now I was thinking to do some modeling on cars (or any vehicles). According to you guys, what should I use, nurbs or polys..?? I am not having much ideas about these things.. So I am also hoping that someone over there would explain me more about in details about it.!!

  2. #2
    Join Date
    Apr 2008
    Posts
    4,642

    Re: Car modeling

    NURBS (Non-Uniform Rational Basis Splines) modeling technique is quite repulsive for beginners. And yet the NURBS facilitate many things. It depends on you which application you want to use. According to me you can use both nurbs or polys depending on the body of the car or vehicle that you are creating. The demand for the delicacy NURBS, polygon fades easily misplaced, a NURBS surface also ... But a whole section of your object will disappear.

  3. #3
    Join Date
    May 2008
    Posts
    4,345

    Re: Car modeling

    According to me NURBS will be the good option. NURBS modeling, you can easily obtain smooth shapes, such as the form of car bodies or other forms of gear. The curves based on the spline function are unique to create and interact with 3D surfaces. NURBS are harder working than polygons. Moreover with the advent of modeling polygonal proxy, or the recent Preview Smooth NURBS are threatened ... By cons when it comes to quickly obtain the shape of smooth surfaces, NURBS are unbeatable in that area. Once you have generated the surface, NURBS can be converted to work on polygons with more comfort from vertices, edges and faces you do not have the NURBS.

  4. #4
    Join Date
    Apr 2008
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    4,088

    Re: Car modeling

    The polygonal modelers had seemed a time usefully supplemented by surface and then by NURBS patches. While the usefulness of NURBS is checked for industrial objects, for example to ensure the accuracy of modeling a car body, the spline surfaces are no longer necessary at all to model organic forms, like the characters. Similarly, if metaballs helped early humans to produce naked bluffing, the technique has remained unproductive due to lack of control and lack of topological consistency in animation.

  5. #5
    Join Date
    Jan 2008
    Posts
    3,755

    Re: Car modeling

    Subdivision surfaces could be advantageous to use in relation to the polygons. It is a possible intermediary between polygons and NURBS, but now as it is implemented, either in Maya or XSI, the gain is not significant. Even if setup is very strong improvement in Maya The production line is not safe and can be unpleasant surprises. It also still lacks features, such as the management of UV. While in contrast the technology of polygons is totally standard, compatible between different software and has excellent features. Nothing like finally techniques that seem "rustic" used wisely.

  6. #6
    Join Date
    Mar 2008
    Posts
    433

    Re: Car modeling

    To create curves, it is best done in an orthographic view. If try to work in a 3D view in perspective, the points you're going to ask will not be coplanar and this will be very problematic thereafter. Choose an orthographic view and create your first curve by going to: Menu> Create> CV Curve Tool (v7 & v8). Place a few dots on the screen, examine the behavior of this curve, complete the route by pressing ENTER. You will notice that the last point came in yellow. The initial point is symbolized by a square and the second by a U. You can always delete the last point by pressing Backspace. Hope that it helps you.!!

  7. #7
    Join Date
    Feb 2008
    Posts
    121

    Re: Car modeling

    For doing the Car modeling, you should also know the VERTEX CONTROL. You will have to modify the curve. To do this, right click and you will see a popup menu (no panic), keep the pressed mouse button and drag to "Control Vertex" before releasing. Interface displays all control points of your curve. You can change by selecting and using the tool translation. You notice that the curve starts and ends on the first and last point control. It approaches the other points without ever passing through. Better understand what is happening, do a right click on the curve and select the Hull. The "Hull" (envelope) is simply the polygonal line joining the different checkpoints. It is important to note that the directions given by each these segments correspond to directions tangent defining the shape of the curve. This is particularly visible for the first and last points of curve. Iron in publishing resumes and change the position of second point control while preserving the direction of the first segment of Hull.

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