Car made in Moi.

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 From:  os777 (OSKAR)
9782.1 
Just compleated my VW T3, quite happy with the exterior, but whish I could figure out how to hollow the modell out in order to make an interior.
Tried shell and inset but probably did so too late into the modelling, I couldn't. Any Ideas how to best do this?

Another skill I lack is UV mapping, all painwork is now done by trimming the surfaces. It works but it would probably be more practical with texture files.
//Oskar


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 From:  BurrMan
9782.2 In reply to 9782.1 
Hi oskar,
Edit-separate will get you an interior. But a bunch of other questions.

Need more info from you...
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 From:  os777 (OSKAR)
9782.3 In reply to 9782.2 
Hi Burrman,
Well separate would indeed create a bunch of questions. I tried to trim the body in half, duplicated and shrinked the copy, then joined the outer body to a solid again, but didn't come much furhter with the copied inner shell, Guess you cant flip the normals? That could other wise maybe solve the problem, except there would be a little gap between the two parts, but that I could live with.

//Oskar
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 From:  Frenchy Pilou (PILOU)
9782.4 
I am waiting the Moi tuto of this car made principally with "NetWork" !

---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  Michael Gibson
9782.5 In reply to 9782.3 
Hi Oskar, it looks great! So probably with a complex shape like that to hollow it out you would need to model the inner surfaces manually, with less detail. Some pieces can probably be created by using Offset on some individual surfaces.

- Michael
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 From:  Whiteman Dynamic (TIM_WHITEMAN)
9782.6 In reply to 9782.1 
That's a really nice render OSKAR! A nicely modeled VW T3 too! Well done.

If it helps a little with the UV mapping, a really useful technique that I have learnt is to assign colour styles to the surfaces that you want to add textures or stickers to. By adding a colour style to the surfaces where you want a texture, MoI will actually assign a Polygon Selection tag to the area where the colour is. What is great about this, is that it makes it very easy to select and UV unwrap those parts of the model that have the colours assigned. If you had the time and the patience, you could actually assign a different colour to all of the parts and have Polygon Selection tags assigned to the whole thing, any part that has a different colour would be a separate UV island, making texturing much easier.

I hope this helps?

Kind regards,

Tim
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 From:  BurrMan
9782.7 In reply to 9782.3 
""""""inner shell, Guess you cant flip the normals? """"""
If you select your surface, hit tab and type flip, your surface direction will change.
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