Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 46 21-09-2011 , 03:02 AM
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.. in all fairness i am partially colorblind. so it probably looks different to me than you....


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# 47 21-09-2011 , 03:27 AM
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I wasnt making fun mate...I like Purple...its the wifes favourite colour and the main colour of the Fremantle Football club my friend (yes my poor footy team who never win) user added image no complaints from me. I was making light sport of it man is all LOL...


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# 48 21-09-2011 , 03:57 AM
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No offence taken.

On a side note working on the interior a bit. Nothing major just a placeholder so it looks like something is there from the outside. Not going off refs or anything. Too early to really have any wips though.


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# 49 22-09-2011 , 03:05 AM
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you can kind of see a little interior going on in there. Nice not having to completely black out the windows for once.

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# 50 22-09-2011 , 10:31 AM
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hey man loving the WIP if you still need a fast way to wire frame stuff this guy is awesome

Maya 2011 The Ultimate Wireframe Render Tutorial by Stuart Christensenrial Part 1 of 2 - YouTube

just wondering if you have any quick tips on a decent work flow for cars, love modelling them myself managed to make my favorite the audi r8 haha, but i always seem to end up with little bumps on the surface as if the car has been badly banged up. lol

+ i know what you mean about modelling an interior even just a basic one, i built an aston and didnt model the interior so blacked out the windows, it looked ok, but when i did the audi i made a rough interior and it just looked so much better. lol


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# 51 22-09-2011 , 04:39 PM
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It looks a little unproportional to me, Mo. Looks squished, almost, lenght-wise.


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# 52 23-09-2011 , 12:09 AM
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chilledoutredhead: I do have a pretty simple workflow for modeling cars that seems to work for me. All parts modeled separately on separate layers. I add edge loops to a piece when i finish but before i start the next piece. I make all pieces with edge loops in mind especially probable tricky areas.

1) I set up image planes.
2) I start with the hood, Generally a very easy section of a car, it gives you the width of the car and a great starting point for the bumper and 1/4 panel. I model the whole thing with edge loops last.
3) Front Bumper, Fully model with edge loops. Easy to start because they generally follow the hood for a significant portion.
4) Front 1/4 panel, Using the starting edges from the bumper and running along the hood this generally doesn't take long as most of the topology carries over along the bumper down the side of the car.
5) Door, Generally continues down the side of the car using a lot of the same lines and topology pattern as the 1/4 panel so i dont need to add much more topology.
6) A-Pillar, usually connects off either the hood or 1/4 panel on most cars. Generally needs very little in terms of mesh density.
7) Windshield, Easy to line everything up using the mesh on the hood and A-Pillar as a guide.
8) Roof, Use the mesh of the windshield as a guide for the roof.
9) Rear 1/4 Panel, Continue using the same lines and mesh from the door as a guide.
10) Trunk, Use the rear 1/4 panel as a guide.
11) Rear Bumper, Use the trunk mesh as a guide for setting up the bumper.
12) Here i generally add the B-Pillar and C-Pillar but it varies when i add it on the style of the car.
13) Sometimes i will add the windows while i do that component but generally i will add all the windows after i finish the rest of the components.
14) Headlights and taillights.
15) Rims and Tires

And that is generally how i model a car and i'm sure it isnt the best way but it works well for me. i find modeling each section to near completion, edge loops, cutouts, so on from the start eliminates the need to go back and add to the mesh which may alter your edges and edge loops so it doesnt flow into the next panel of the car.

I have tried the common method of blocking out each part of the car and then adding details but it never worked well for me.

Ryan: Actually you are right. The car is squished lengthwise, I found it out a bit ago but i had too much done to really fix it. I dont think it is too noticable but i may fix it.

This is why you should always check your refs to make sure they not only line up to each other but that they are the correct height and length ratio. Usually i check this by making a cylinder and seeing if it lines up well with the tires.
Then i finish off


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# 53 23-09-2011 , 07:14 PM
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Just scale it out then once you're all finished....


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# 54 24-09-2011 , 10:47 PM
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Okay fixed the size. Which was much more annoying than i expected because i had to fix the tire dimensions and positions as well...

But here is an image of the placeholder interior i made. I think it is pretty good and it is convincing enough when viewed from outside the car.

I'm not sure what else to add so i may do one or two small things then consider this done.

The textures are just placeholders because i know next to nothing about texturing.

I will probably finish labeling everything and send this over to Hybrid to texture.

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# 55 25-09-2011 , 04:11 AM
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Itsa CAR! ... and apparently messages have to be 10 characters long...

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# 56 25-09-2011 , 10:12 AM
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Looking good man. With you ref planes (yes I forgot on my new Spitfire) what I do is get the dimensions from the net or wherever you can...say the wheelbase length and car height etc...and scale you refs up to fit these positions before you start on the grid. Painful but can be done and you can get it pretty close to the real deal.

cheers bullet


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# 57 25-09-2011 , 08:42 PM
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hey TD thanks for the reply its good to see how you start a car, lol, i tried the technique from the Ferrari modelling tut here, seems to work well starting from the wheel arch, but i like your idea of actually finishing apart before starting anther part especially when you start adding additional loops to parts then have to match then on other parts user added image user added image.

btw the awesome model user added image and i see you are as good at me as texturing user added image


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# 58 25-09-2011 , 10:40 PM
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Bullet: Yeah i am usually pretty careful with my image planes but hybrid gave me this setup and i never checked him image planes well... it did cause some problems.

Chilled: Yeah i have the Ferrari tut from here as well and i prefer to model a whole section before going on to the next piece. it saves me a lot of time from going back to fix edge loops or adding more polys later.

And i cant texture... never learned and really have no desire.. i will find out eventually somehow when the mood strikes me but for now i throw something on to make it look shiny and i'm done.


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# 59 26-09-2011 , 12:52 AM
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C'mon mate...LOL texturing aint that bad you know...a little paint here...a little paint there...LOL

cheers bullet


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# 60 26-09-2011 , 01:22 AM
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I would like to learn it one day but i've always preferred modeling. Don't know why. I think soon i will make a fairly simple model and texture the hell out of it.


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