EnXiRO Serento CX 8

Discussion in 'Land' started by Deleted member 31346234, Mar 10, 2014.

  1. Deleted member 31346234

    Deleted member 31346234
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    So I've decided that I will start something simple on my car
    it looks like (Its similar but they're NOT copies) of Gavril Grand Marshal
    picture
    Civiled car.png

    The finished hood (took me 3 Hours XD as I'm still amateur)
    smoothed hood and underneath layer of normal vertices ( Verts 1015, Tris 2026, Faces 972 )
    Car parts
    None will be highlighted as Unfinished, Finished, In Progress.
    Car Parts:
    Fenders
    Hood
    Roof
    Side mirrors
    Engine
    Wheels
    Sway bar
    Suspension
    Windows
    Dashboards
    Pedals
    Steering wheel
    Gears
    Seats
    Doors
    Bonnet
    Extra Turbo Accessories
    Mirror
    Headlights
    Lights
    Chassis frame
    _______________
    6 options
    V6 1.8l City
    V8 3.2l Sports
    Crash test car
    V6 LightWeight Evo 3.0
    V8 LW 5.2l Carbon Fibre
    V12 Turbo 7.3l Race Edition
     
    #1 Deleted member 31346234, Mar 10, 2014
    Last edited by a moderator: Mar 10, 2014
  2. Davidbc

    Davidbc
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    Do you know how to do the Jbeam?
     
  3. Deleted member 31346234

    Deleted member 31346234
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    Thats something I havent tried out yet and I might need help.
    But since I know that the nodes (the dots) is like coded
    X,Y,Z, strength
    Right??(Im not even sure but the coordinates must be there somehow with its strength and position)
     
  4. Bakasan

    Bakasan
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    Yes, a JBEAM is basically lots of nodes, which are just points in 3d space. They have X, Y and Z co-ordinates, as well as a defined mass. Beams connect two nodes together, and can have various strengths. lots of nodes in 3d space connected by a vast array of beams make up a structure. It seems rather daunting at first, but becomes rather simple as you get to know it, much like modeling.

    Speaking of modeling, it seems you've made a good start there. I may suggest not to focus all of your energy on one single panel at this stage, but rather get a basic, complete car shell and then go about more detail. I would also advise to try to get the car as accurate as possible early on, although seeing as it's a fictional car this may not be such an issue.
     
  5. Deleted member 31346234

    Deleted member 31346234
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    Thanks alot for the help
     
  6. Mitki4a

    Mitki4a
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    900 faces for the hood?? Can you show the wireframe?
     
  7. Deleted member 31346234

    Deleted member 31346234
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    Tomorrow, I will. Currently on my phone now.
     
  8. Zappymouse

    Zappymouse
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    (imported from here)

    This is literally all you need for a good bonnet/hood. <70 faces without the grille.
     
  9. Mitki4a

    Mitki4a
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    Exactly.Mine is a bit messy but hope you get the point.
    Untitled.png
     
  10. aljowen

    aljowen
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    1,677
    Make sure to use smooth shading, then enable the edge split modifier which should keep edges that need to be sharp sharp. This means that you can have quite a low poly count yet your models will look silky smooth (from most angles).

    You can also use the mark sharp tool to make sure that any places that should be sharp will be sharp no matter how blender calculates it.
     
  11. FeelsBadBro

    FeelsBadBro
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    I can help with jbeam i know the basic pm


    Verzonden vanaf mijn iPhone met behulp van Tapatalk
     
  12. RedBolide

    RedBolide
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    Really? Just the hood? It seems like too many people are making threads for recently started models. Very few of those models ever get finished, and even less end up in-game...
     
  13. Deleted member 31346234

    Deleted member 31346234
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    So the Wireframe of the hood. (its pretty neat c:)
    Wireframe mesh.png
    Next progress will be the chassis frame!
     
  14. Bakasan

    Bakasan
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    You certainly have good enough control over edgeloops, although as stated above, you can, and should, use far less poly density. For a basic bonnet like yours, ~4-6 edgeloops lengthways and 8 edgeloops in width (for both sides combined) is plenty, with a total of around 100-200 triangles, depending on the detail. here's the bonnet of my Trueno, which shows how the edgeloops should be placed, as well as handling details/styling cues (the indents either side of the bonnet)
    Untitled.png
     
  15. Deleted member 31346234

    Deleted member 31346234
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    Sure, I'll try to reduce as much as I can and also try to make it realistic.
     
  16. Cardinal799

    Cardinal799
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    Pretty good poly flow! But as Bakasan, you really should reduce those polies by a lot.
     
  17. Deleted member 31346234

    Deleted member 31346234
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    Sure thing mate!
    EDIT: NEW UPDATE!
    So the Chassis frame will have up to 16 parts in all (separate planes) and so far 1 is finish (I have something else on so my time is tight and I still dont know what should I move on to.)
    Picture
    Side bars frame.png
    These frames are located below the seats which will be connected to 4 other bars that makes the car tougher.
    Triangles are 204!! I'll continue reducing the tris as much as I can see fit.
     
    #17 Deleted member 31346234, Mar 11, 2014
    Last edited by a moderator: Mar 11, 2014
  18. Cardinal799

    Cardinal799
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    Just remember, the less polies on the model; the faster it will run in-game (FPS, not speed lol). I think along with the advanced Jbeam, that is why Mythbuster's Caddy is laggy on the slower computers, because of the poly count being much higher (Cabster and probably the T75 will lag as well).
     
  19. SixSixSevenSeven

    SixSixSevenSeven
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    Mythbusters caddy and liker the T75 have denser JBeams too which adds CPU load
     
  20. Cardinal799

    Cardinal799
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    When I said "along with the advanced Jbeam", I was referring to the Caddy.
     
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