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Full Version: Car modeling question how to fix items and move forward

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From: Frenchy Pilou (PILOU)
4 Apr   [#25] In reply to [#23]
Take a look at the Gallery to Macgreggor cars!
https://moi3d.com/gallery/ (some pages ! )
He uses only Moi3D <----> C4D

We can't say that is not sweet cars! :)

A little tut is here... but in French but very visual! (you can use the translate site by Google)
https://moiscript.weebly.com/les-voitures-de-macgreggor.html

https://www.macgreggor.net (a must)

All cars following from the Gallery are in big size!!!





From: Mauro (M-DYNAMICS)
4 Apr   [#26] In reply to [#25]
Hi Pilou :)

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


Image Attachments:
A.jpg 


From: Yannis
4 Apr   [#27] In reply to [#23]
>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.


From: PaQ
4 Apr   [#28] In reply to [#27]
Hello,

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 !
From: Frenchy Pilou (PILOU)
4 Apr   [#29] In reply to [#26]
@Mauro
Done and sorry for the typing error!
https://moiscript.weebly.com/les-voitures-de-macgreggor.html

PS Added some little things! ;)
From: KENMO
4 Apr   [#30] In reply to [#25]
Wow, that is one gorgeous Triumph Tr3 car model.
From: Frenchy Pilou (PILOU)
4 Apr   [#31]
Else this guy for car design : Vizcom specialist and car design Blender...


Message 11328.32 was deleted


From: Frenchy Pilou (PILOU)
5 Apr   [#33]
Amazing how a simple whatever volume (moi fbx) imported can be transformed!
And funny how Automotive Exterior makes ghost forms from a white background!
Render then Refine 50 % Prompt : concept car


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