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Enough polys?
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  • jmarchik
  • Posted: 08 April 2011 04:49 AM
  • Total Posts: 44
  • Joined: 21 April 2008 10:35 PM

Attached are 2 shots of what I have so far.  I’ve read many tut’s and am trying to learn this on my own.  Many of the tuts seem higher poly count…

Also, how should I go about connecting the set of polys on the lower part “going up” to the poly’s “going to the side”?



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  • Veux
  • Posted: 08 April 2011 11:21 AM

The less you have the easier it is to manage your turbo smooths, and definitely build this out of different parts. It would be a nightmare to make that out of one mesh.



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I am not sure if my workflow will coincide with what you are already doing but I will

1. model the body as a single low-poly object
whilst doing this it gives me time to learn the shape and have a nice clean mesh to start with

2. refine the body by adding details using lots of cuts, chamfers
during this stage i setup the object for seams and detatching as their own objects

3. create seams and detech objects eg. Bonet, Doors, Bumper, Doors, Sideskirts, Boot etc.

4. add more details - shape windows, door handles, side-mirros, grills, badges, wipers etc.

5. when the body is completely finishes i start on the interior
same steps, start basic and build it up

Hope this helps!



website: http://www.all3dmax.com

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  • jmarchik
  • Posted: 11 April 2011 03:25 AM

You do the whole body as low poly and then go back and refine?  I am doing parts and refining before i move to the next, like this fender.



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There are many ways to model the same thing :P

I used to model it piece by piece like yourself but found that creating a base mesh first and building it up this way was quicker and more accurate. Some artists start by created the entire car with splines and then use this as a blueprint, a method I have used myseld but not often.

I really enjoy watching other peoples workflow because everyone does it differently and gets the same result :P



website: http://www.all3dmax.com

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