Been working on this a few days now. I'm kind of lost as to what to do next, the interior is a bit over my head at the moment, and I don't know enough about what goes on underneath a car to be able to start on all that yet.
Any ideas on what more should be done for the main portion of the exterior before detailing? Tips on the rather horrid poly flow would be appreciated aswell ;D
Right, I've run into a problem. I need the hexagonal mesh in the image below, to be the same shape as the object in front of it. I know I can do this with a lattice, but I'm not sure how well I could match the shape that way. Any ideas?
Ok, now I've used a series of lattices to get to the point that the object has it's main shape. The only thing I need now is to wrap it around the side, so that it fits around the exhaust area like it should (circled area of image)
What about continuing on with the lattice deformer but adding joints and weighting it to wrap it around the mesh. Like I said before. Doing this is not the way to go. But I figure I would attempt to help. You can also go into Zbrush and use a matchmover brush on it to lay it on the surface. In C4D we also have not only a surface deformer but also a shrinkwrap deformer in the character tabs to place things on objects as well.
Technically speaking you would add weighting to the strip of mesh and fold it just like you would a arm. Make sense? Btw that is geo on the bottom pic and not a texture. The very bottom is the surface constraint I was speaking of. I can up the geo to get better curves on the object but as you can see that is what we would do in the case of boots or gloves or jackets. So many ways to skin a cat....
Last edited by Chavfister; 29-08-2012 at 03:52 PM.
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