The Grey area: -B- Class surfacing in Moi

 From:  Mauro (M-DYNAMICS)
10064.1 
The therm "grey area" is used by Michael when you have a model that should be better to do in a subd application

Last Zarkow's post made me curious about subd function in Moi and please, let me say to him :"Thank you so much for your tips !" :)

I think when you plan to model a concept car you know how it will be but also how to deal with difficult stages during modeling
If so,you can modify your model and make it easier to do.
Different challenge if you copy an existing model

I started trying Max Sudb script on this example



Apply same technique ( Thank you again Zarkow) on a fender's car



go ahead..



At this stage i stopped myself because i felt stupid to model this way:it's not Nurbs,no surfaces to extract isocurves etc. etc.
I cannot call this poly modeling,it's Moi :)
But let's try to continue and see what's happen



Two rules: when surface is straight copy and paste using the fantastic snap system and construction lines
when surface is curved keep edge flow curved in both directions




easy to say but hard to do as you can see in pictures :)
Snap perpendicular helped a lot to adjust points

At each progression i checked how surface will be using Max subd script,essential to have a real feedback and do corrections

Copy edges and do Loft=straight,sections=exact then join one by one to the main surface
Turn on points and correct surface moving them (following Gif doesn't work,i attached at the end of post)



Max Subd script work only with quads and tris (same problem with following Gif,but i'm out of space for attachments..sorry)



Thiny poligons if you need hard edges or tight curvature.After each polygons join,turn on control points
If they appear,the surface is "live"...so editable



Once you get your shape mirror and join.Ready now to export as Obj following Zarkow's tip
This allow to import in Moi and let his Subd tool to work,so you can do a comparison between Max and Moi Subd







You can also import in Blender and use Subd modifier ;)





I choose Moi Subd because is cleaner than Max
second modeling stage will be to close the surface as solid and do cuts,subtractions and so on...
Here is the surface,need to check if is wavy...very far from A-class surfacing,Alias,Ebal studio etc... just a "silly" try :)
To check better i set tight display settings to be sure if i see artifacts the are real











A close-up comparison on critical points
Max surface show light grooves





Same area:Moi surface is smooth





How can to rate this surface? I say -B- Class :) :)

Now need to check quality of reflections



Guru Ebal Studio shows a Mercedes that seems clean but,applying a check reflection map ,it highlight artifacts



They give the flowcheck map for download so...let's do it



Export Moi surface to Blender
Test two settings:
one= lowpoly 26k
second=hipoly 66K





In Blender the sphere shows correct projection like Ebal Studio'video



comparison between low-high poly
Focus on reflection stripes,wavy in lowpoly,straight in hipoly















Findings:
first time i do this,i know my wrongs,could be easier if we could use ngons but no complains
this open new doors..or better: new cars !!!
Thank you Max for your script !Next time will be better
I already known flowcheck maps and reflection artifacts,thats why they call A-class surfacing
most of people cannot have Alias Studio... ;)
Ebal says that if you use outdoor skydome scene,you will not notice artifacts and it's true
I say that if you have a very detailed model,a cool one,instead of an orrible Mercedes ( funeral cars )
you will not notice how reflections go on the surface :)
So using a hipoly setting when export seem that help to hide broken or wavy reflections

Final vote after reflection test? -B minus- :)

Did you notice it not appear the name of the model on the pictures,and first two have blueprint blurred:
That's why: who guess what car is will win the finished model...i'll give it to him :)

Happy new year to all

M

EDITED: 15 Dec 2020 by M-DYNAMICS

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