part of a car in 3d

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 From:  Tony77
6798.1 
Hi guys,
I wanted to know if it is right as a method to draw a part of a car in 3d
I used a network of curves but in some areas there are irregularities

There is a more accurate method or any other method I've seen some tutorials but I managed only in this way

Thank you
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 From:  Michael Gibson
6798.2 In reply to 6798.1 
Hi Tony, yes part of what makes car modeling a difficult and advanced area of modeling is that much of the shapes are swooping around in 3D space a lot and you need to use more of the freeform surfacing toolset to construct them.

There are some links to some discussions on car modeling here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=6504.2

(EDIT: looks like you've seen those before already)..

- Michael
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Message 6798.3 deleted 2 Jul 2014 by TONY77

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 From:  Tony77
6798.4 
Thank you Michael

If I wanted to soften the edges of the fillet with a hood that I have attached in the 3dm file how can I do that I have seen the fillet I do not work on the entire piece
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 From:  OSTexo
6798.5 
Hello,

You may want to search for some references how you could carve up your surfaces rather than having these large areas that you are trying to work into place. I know there are some VSR and Rhino tutorial videos that are applicable. Automotive surfacing takes a great deal of patience and may require you to have some tools not currently available in MoI.
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 From:  Michael Gibson
6798.6 In reply to 6798.4 
Hi Tony,

> If I wanted to soften the edges of the fillet with a hood that I have attached in the 3dm file
> how can I do that I have seen the fillet I do not work on the entire piece

You'd use either Fillet or Blend for doing that kind of stuff.

For fillet make sure you have selected surface edge objects before running the Fillet command - you have several of the original curve objects used to generate your surfaces still in place, they are currently right over top of the surface edges so they can interfere with selecting the edges. Either hide or delete those original curves first so that it will be easier for you to select edges if you want to fillet them.

For Blend you want to cut away some area so that there is empty space between the pieces and then select edges and run Construct > Blend to build a smooth connecting surface between them.

If you're having problems with the end part, it may be better to instead build an extended piece to start with, more of a full rectangular shape like this:



It tends to be easier to make a more regular and smooth surface when creating it to a regular boundary like that. Then once you have the full smooth piece constructed cut the end off with a trimming curve like this:




If you run into difficulty with shaping at irregular ending areas of surfaces it's usually better to do an extended version that's then cut like that rather than trying to directly construct all surfaces right to the irregular boundary from the start. But it can depend on the particular situation. Again, car modeling tends to be one of the most advanced and difficult types of model construction.

- Michael

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 From:  Tony77
6798.7 
Ok Thanks Michael
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