Show messages: All
1
2-5
From: Michael Gibson
Hi Matadem, yes auto bodies are a pretty advanced area of modeling.
A good beginning point for something like this is to identify large surface areas.
The tricky part is that you want to temporarily ignore the current boundaries which will be formed by cutting a larger extended surface.
So for example here's one of the broad surface forms:
Then you would have that extended large surface cut by a vertical one
Areas that have a tighter curvature will be fillets or blends between the larger form defining surfaces:
Once you identify the broad form defining surfaces then you start drawing some curves to construct those.
Things like this which are kind of like sculpted organic-ish shapes and less like extruded mechanical parts can be good to do in sub-d modeling in Blender instead of CAD. There is still a high learning curve with that too, but there is less analysis of extended surface forms. You'll be placing polygons directly along the boundaries instead of having the boundaries coming from trimming larger extended surfaces.
- Michael
Image Attachments:
matadem_hood_scoop1.jpg
matadem_hood_scoop2.jpg
matadem_hood_scoop3.jpg
From: Matadem
Tnx...I am going to give it a try....even thought of trying it in Rocket3f. Anything that works will do.
From: Phiro
Hi,
Sample of possible steps.
Have to be tuned with real needing.
Attachments:
test_of_matadem_modeling.3dm
From: immortalx
Although this can be done entirely on MoI, I find the combination of NURBS(MoI of course) + Polygonal modeller the best of both worlds.
If you're working with blueprints, trace the shape with curves and break them down so that they form large quads which you can surface with network, loft or sweep. You probably won't get a good quality surface this way, but you can then export as an obj, and inside your polygonal modeller and do retopology or shrinkwrap over it.
Here's one I did this way recently:
http://moi3d.com/forum/messages.php?webtag=MOI&msg=11405.1
Show messages: All
1
2-5