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First go at modeling - Ford Mustang [WIP]

  • Defrag
  • May 15, 2005 at 4:29 AM
  • Defrag
    • May 15, 2005 at 4:29 AM
    • #1

    Well I finally took the plunge and actually sunk a bit of time into max (watched a few tuts etc) and then started this model after watching a car tutorial from 3dpalace (nice tuts there to get me started, the one I watched was "Modeling an Audi" or similar).

    My main question right now is when do I need to split up faces? Like, say I cut into a face using the vertex cut tool to create a hole for the headlight, it leaves a hole in the polygon, but there is only one edge connecting the hole to the rest of the adjacent edges/polys. When should I add extra edges and when should I just leave it as is? If I'm not explaining this very well, just tell me. Anyway.. I'm quite pleased with this thus far considering the blueprints don't line up correctly and I can't find any decent images of the particular model (this one has a strange grille amongst other things that aren't evident in most mustang pics).

    [Blocked Image: http://img27.echo.cx/img27/1632/mustangwipa4jf.jpg]

    [Blocked Image: http://img27.echo.cx/img27/7316/mustangwipb4fj.jpg]

    Also, how in God's name do I get rid of the material I accidentally applied to the car? D: Cheers

  • OL
    • May 15, 2005 at 6:21 AM
    • #2

    looks good actually

    as for splitting up faces... on the headlights, each one of the vertices on the outside edge of the circle is going to connect to the plane when it converts to polys anyway, so just connect them all in a nice pattern to make stuff look good. like:

    [Blocked Image: http://www.olhux.net/image/splitit.jpg]

    or something

    as for removing materials, i have no idea. there is a hotkey somewhere i think.. or a button in material browser

  • zpanzer
    • May 15, 2005 at 12:35 PM
    • #3

    Awesome. How many poly's has been used?

  • Spellbinder
    • May 15, 2005 at 12:45 PM
    • #4

    Hahaha thats so cool.

    While i "think" i should try to do something like that but then don't because i think its to hard, there are ppl that actually do stuff

    GJ!

    Spellbinder.

  • ReNo
    • May 15, 2005 at 2:00 PM
    • #5

    Wow, thats one hell of a starter model man. Good job

  • PhilipK
    • May 15, 2005 at 2:06 PM
    • #6

    awesome so far

    looking forward to see the progress.

  • Defrag
    • May 15, 2005 at 2:38 PM
    • #7

    Thanks for the tips and feedback, I'll post more when I get time. It's sunbathing weather here for once (Scotland) so I'm trying to make the most of it

    About the polys, I'm not sure. Last time I looked it was sitting at about 400 or so. I've only really detailed the front of the car, the rest is just a basic shape.

  • Defrag
    • May 15, 2005 at 7:12 PM
    • #8

    Slight update. Added in some placeholder wheels and I've reshaped the bodywork quite a lot (principally around the wings and edge joining the bonnet to the side panels). I finally found a picture of the correct model, and the bluperints really don't convey the shape of the car very well, so I've had to do a bit of adjustment and guesswork.

    [Blocked Image: http://img67.echo.cx/img67/2569/mustangwipc8dm.jpg]

  • csharp
    • May 15, 2005 at 7:47 PM
    • #9

    Thats really cool!

  • OL
    • May 15, 2005 at 8:37 PM
    • #10

    its alot more than 400.. convert it to editable mesh and then look at your polycount for the true number

  • Defrag
    • May 15, 2005 at 11:12 PM
    • #11

    It was 400 polys before I added the bumper & some of the front detail, I believe (was ages sinced I'd looked). It's now up to 1000 polys not including the wheels, just under 2k faces.

  • zpanzer
    • May 16, 2005 at 2:34 PM
    • #12

    no matter if it 400 or 1000 its fucking good made

  • Zacker
    • May 16, 2005 at 4:00 PM
    • #13

    Yeah, it looks really good for a first model!

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