Hi Ken, here 62 old just retired. At this age we must enjoy life without struggling and frustations. Zarkow share his techniques FOR FREE and you can follow this WITHOUT PAY MONEY. I think this is great stuff. There are also other ways to model a car in Moi3D, if you can't do please accept you limits, breathe deeply and go on. Enjoy life:Mauro
@PAQ
I am pretty sure that you can ask to the free Gemini online to give you the text of a description video! https://gemini.google.com/app
Then input the result in any convert Text to voice... or maybe Gemini it self who knows ?
I have yet made this (nothing to do with voice...
Ask Gemini to give me a 5 prompts about any subject wanted (very few word from me) that you want but with technical term of Midjourney
and then you put the result inside Bing ...or Wizcom! ;)
@Paq
Ah damned!
Gemini1.5 answer this! :(
I'm sorry, but I'm unable to access this YouTube content. This is possible for a number of reasons, but the most common are: the content isn't a valid YouTube link, the video is potentially unsafe, the content does not have a captions file that I can read, or the video language is currently not supported.
It should be called video to speech or something, I would have be really surprised if such thing exist already.
I know there is this 'device' project (I forget the name already) that was trained to interact with web UI, so a virtual assistant could buy or reserve stuff for you on the net, so I guess you make an IA learn an interface.
But more seriously it wouldn't be that helpful for time lapse modelling video, it would only describe what's happening on the screen but not the reasoning behind.
I came across a commercial zbrush video/tutorial like that, where the 'instructor' was commenting his 4 hours sculpting ... it was very depressing to watch.
Those time lapse modelling session does have their merit, but only if you already have a good base knowledge.
""""""""""and if I understand how to fix these I can probably finish it.
On the pic with the red arrow above the front wheel there is an open seam that I do not know how to fix."""""""""""
Here you go....
""""""but there is allot to fix"""""""""""
YES! I dont want to harp though. You may have this under control and just asked how to fix the gap.
"""""""""I watched the Keugmeister swagger video's on youtube many,many, many times....and if I understand it correctly
you create network, loft patches, do the Iso on the surface, reconstruct curve to polylines, loft straight and then subd.""""""""
Well, sort of. I have watched a bit of his videos. it is really a "combination" of those things you mentioned, AND back and forth. He actually does a process of creating surfaces to allow him to create geometry from those surfaces to create surfaces, which allows him to create geometry he needs to create a surface. This can be interwoven. It's not just 1, 2, 3 surface. But the end surface he is looking to create is the final NURBS. It is always a "Means to an end"... Not a set process.
Cars modelling is a challenging topic whatever the method you pick.
Maybe the advantage with Blender is that you might find a complete tutorial to go along that will teach you all the steps. That said most of those tutorial as considered "advanced" and probably assume you have basic knowledge with Blender navigation and subdivision modelling in general. If it's you first step I would probably try to find an easier subject, like a mouse, any kind of relative 'smooth / curved" object.
If you want to stay in the Nurbs land, you probably may need to check one of those tutorial made for Rhino ... and solve all the missing functions by finding workaround. For the initial curves sketching there is nothing as easy as MoI imho (but even for that step some tutorial will also show advance feature like curve deviation analysis). Patching/surfacing those curves require however a lot of work and experience. That's probably where Xnurbs can help a lot, as it's so permissive while producing really pleasant surfaces with good continuity.
If you are more in the conceptual design without really precise blue print, you might wanna try an hybrid approach, by designing the initial rough shape using subdivision modelling, convert that cage mesh into Nurbs using MoI Sub-D import and finish the details / trimming / and all that jazz in MoI. But even with that method you need to get some experience with subdivision modeling, edge loop (support), topology ... so again starting with simpler model is a first step before poly "knitting" a complete car body.
Please correct where highlighted from Piago to Piaggio ;)
Piaggio is the name of the company created "Vespa" and also the second name of the family founders
The model 400 was projected in Italy and producted in France at Fourchambault,in late 50's
>Question here... would with the Plasticity with xnurbs modeling would be faster and easier to model a car instead of blender?
When comes to Xnurbs As the song goes, Don’t Believe the Hype. If you are already own plasticity I'm sure you will find situations that it could come handy.
I'm not familiar with plasticity´s implementation of Xnurbs but as a rhino plug-in has not been received well, here is an example. https://discourse.mcneel.com/t/unfair-and-set-up-comparisons-by-xnurbs/137130
ps. Don't give me wrong I'm not trying to bash the developer or his tool but one thing is for sure it's not something on steroids as the Youtubers advertise it.
If I could give an advice is to understand the fundamental of surfacing no matter what software you choose to use. I think you're gonna get a lot out of this series.
I had my doubt too after reading that strange Rhino topic, but in practice, for my needs, Xnurbs is a perfect match.
I don't work in the aeronautic industry, or car industry, the tool I use (Moi / Plasti) doesn't even have any sort of surface analysis (except relying on the shader).
So basically I'm completely illiterate when it comes to surfacing, and I have really little interest into learning it actually. I don't want to spend more that 2 sec of setup time to close a surface while keeping G2 (hell even G1 is fine for me most of the time :P). I ofc understand the underlying surface result might look like heresy for the purist, I personally just don't care, as long as it renders fine, or bake fine (game asset).
I must say I'm the kind of customer Xnurbs dev really don't want to deal with, as they seems over picky about who is using their tools, and want only educated customers that would use it "correctly" :O) ... I'm really happy Plasti manage to incorporate it anyway !