View Full Version : WIP BMW 3er
03-07-2004, 09:01 PM
hi there... after i'Ve seen so many great cars on this forum i decided to try - no to DO - one myself... below are pics after roughly an hour work
crits and comments are highly appreciated.. are the wires distances ok or should i put in more details right from the start?
also if someone happens to have a topview of the BMW 3 series by any chance :) ...
if anyone wants the blueprints i'll send them..
so here's what i have so far
03-07-2004, 10:34 PM
some small progress...
somehow i managed to crash max after i almost finished roughing out the back of the car... anyway... how should i model the part behind the backwheel where the skirts(? is it called this way?) are... should i model as if it was a part of the main body and detach later or should i model it as an own object?
and here a little prob... should i try to get rid of the triangle or shall i leave it... shall i weld the two edgelines... i had to chamfer this part to be able to create the part that leads to the roof...
04-07-2004, 01:17 AM
another little update... i think its not that bad...is it?
i think i'll take a little break for now... please give some comments or tips...
should i clean up the mesh a little or start the chamfering... it's tempting but i'd like to have a good cage before i go into details... (also i don't really know how to get the details done yet
here's a pic on how it's supposed to look one day... a long way to go...
04-07-2004, 02:25 AM
hey that's very cool, nice start.
keep up us updated
04-07-2004, 04:08 AM
thx mrc64.. i sure will :)
heres the last pic for today... i did some chamfering... however i managed to 'not save - change sruff - hate it - load old version - lose good stuff' :( seems it's not my day today...
anyway... here'S the pic with all the chamfering i've lost...
do you see how unclean the one line looks... the mesh however seems to be fine... can it be a problem of not enough samples for the skylight (no other lights used)... if so... can anyone help please?
04-07-2004, 08:41 AM
you can call me lyer :) i just couldn't stop working on this thing... although i've tried... i am 3d-addicted :)
so here's a little update... i got the line fixed and continued adding a little detail... also i started giving it some material... but since there's no scene around there's also no reflection...
anyway... here we go... i am dying for comments...
04-07-2004, 11:58 AM
Starting to come together .. looking good .. keep it up :)
looks good so far , i hope it will look like the original cat at the end:)
04-07-2004, 07:13 PM
04-07-2004, 09:53 PM
hey... thanx... i hope it'll look like the original too... sometimes i feel great progress... but other times i feel like it'll never look like the final... but it must... ;)
here's a little problem i have...
the thing is supposed to look like on the top pictures but i don't know how to add the needed detail... shall i split up the one poly but that would lead to some tris... and i don't want to draw a line around all to the back... there's already so many there...
this is what i would try first, not sure if it works =/
05-07-2004, 05:19 AM
thank you very much for your work sarN... this way messed up the mesh a bit on below the chamfered vertex cause' there's parallel lines running pretty close and the smoothing then broke the way they're supposed to look...
now i extruded/beveled the face above and aligned the vertexes so tha i had a new one close to the main hull and one that gave more definition to the rounding... seems to work out so far...
here's a little update for today... didn't change so much... well i did but i wasn't satisfied with most so what i managed was to create some seems... didn't find a satisfying door-seem-way yet... 'cause there ar so many vertices around in the one corner... tomorrow :)
08-07-2004, 06:07 AM
ok... there's nothin much changed... this is more to show i'm still working on this... many things are just beta... such as bumpers(?), windows and frontlights
c&c are appreciated anyway :)
08-07-2004, 08:00 AM
Looking good ... :) ... keepem coming
08-07-2004, 09:38 AM
Jeez, you did this all in one day?
I might as well just quit altogether
08-07-2004, 01:38 PM
thanx Silver Bullet
no Orkron... of course i didn't... man that would be cool :) but it's also my first car model thats why i worked on it with very high motivation in the beginnning... you can see from the dates that i made pretty good progress in the first two days... then i came across several problems... where i build door seems... and discarded them about a million times :) then i discovered (by actually seeing this car on the street) that my mesh had a significant difference from the real one... impossible to tell from my pictures... so i tweaked stuff for ages... and there has been very little progress for almost 4 days... but now i'm pretty happy with most of what's there but there's really tons of stuff that already bothers me by just thinking of how difficult it'll be to model...
you see there's no need to quit :) i'm hoping that my next car will be much faster built... :)
hi m8... im knew at this too and i just started to make a BMW M3, i just saw your BMW now or we could had discussed many tips of BMW style :D. Great work, really loving your car... (love BMW:cool:) check mine too... continue! will you do interior?
09-07-2004, 01:59 PM
hey, thanx s00n... i already posted in your thread... looks good so far... i think there is still stuff to discuss :)
i am planning on doing the interior... already have some referencepics for it... however i probably won't make it that detailed... right now i'm having difficulties with the air-intakes on the hood... there's like twenty holes in my car without any platic border... i think yours has one... lucky you :)... read ya
09-07-2004, 02:22 PM
Looks cool, why dont you try the shell modifier.... ;)
09-07-2004, 02:35 PM
yeah i thought about it and also played with it a bit...however i didn't find a satisfying look yet.. i got to find a way to have it nicely beveled along a spline... however i'm not sure it'll work because it will probably have the same problem when smoothing as the standard chamfer method has... but i figure i'll go with 'simple shell' and then manually chamfering edges...
shell is really cool methinks... it is definately better than manually putting the parts into depth... or i just didn't see the catch yet :)
10-07-2004, 02:34 AM
i wonder which value you guys use for chamfering... and if you use different values on different parts of the car? i used 0.02 but it seems a very small number... any advice would be highly appreciated...
10-07-2004, 02:39 AM
When I used poly's, I used 0,001, and that wasn't even doing the trick for me :roll: :o
10-07-2004, 08:32 AM
thanx Ninto... now i use .001 for the first step and then i'm unsure for the second... too bad... but i'll figure..
so here's a little update... very slowly progressing but progressing...
10-07-2004, 12:31 PM
Ah, you use a double chamfer? So you heve three lines to make a sharp edge? If so, you can just use extrude with 0 height, and a small value for base width, like 0,1 or 0,2 :o :)
11-07-2004, 07:16 PM
that'S actually a pretty cool idea... i never thought about it possible extruding with a zero-value... cool... thanx very much
are you using simmetry or mirror to the other half? when i apply simmetry max closes lol...so im using miror... great work continue
12-07-2004, 02:21 AM
thanx s00n... up until 20 minutes ago i used mirror... then after reading your post i decided to try symmetri... and guess what... i'll probably never ever use mirror again... i didn't know that symmetry also welds close vertices... thats pretty cool... sorry though that it doesn't work for you...
12-07-2004, 04:10 AM
K-motion - nice work - i like the car , the modelling is great - keep up the good work - how long have u been using max?
12-07-2004, 04:22 AM
thank you saxo_boy... i already used the old DOS version of 3dstudio... then i didn't use it for some time... then i did some small stuff like cheapo-logos in University... but i followed 3dstuff always from a distance... and now, since about 2 months, i finally found the time and motivation to really work on max again and i'm extremely impressed about how much 3dstudio has improved over the years and that even i can do something like that car :)
right now i'm trying to lern max again... so i would consider myself as a 'veteran-noob' :)
28-07-2004, 04:05 PM
finally i wanted to continue on this thingy... wanted to pull the parts into depth but i have a problem with the chamfering/smoothing... so any help would be greatly apprecitated
how should the layout on the corner look to get a real good corner and how do i achieve it... i just chamfered the three edges that led to the point and you see the result...
28-07-2004, 09:24 PM
It should look like this :)
29-07-2004, 05:09 AM
thank you very much for taking the time and making this thing...
how do i achieve such a pattern... i usually select the edges coming from the 3 sides and chamfer them with a very small value... then i chamfer again and weld the middle two lines...
Never chamfer things twice, it just creates useless polies. Chamfer with small values.
29-07-2004, 05:45 AM
but a pattern like above can not be created with just chamfering once, can it?
and i tried before with one time chamfering but i wasn't glad about the result and i read about double chamfering in this forum and i am way more satified with it...
29-07-2004, 06:20 AM
This has progressed really well. Nice clean modeling so far.
With reference to the chamfer issues, your render is how a chamfer should look. Ninto's version looks like a cube with edge loops cut into it. Maybe Ninto has different chamfer settings to you?
I had massive problems with Max's chamfer system, found it easier to use the edge loop cutting system. Either that or you might need to tweak the chamfer settings to give quads if possible.
I usually use Blender, with has slightly different modeling methods to max, but for edges as you are showing, I'd cut them with the edge loop cut tool, I'm sure Max has this tool.
I'm not that au fait with Max I'm afraid.
Originally posted by Ninto
It should look like this :)
Yeah - just tested it on my own and got to say that it is - as simply as it is - awsome.... Does anybody know a technique in 3DS max 6 to produce such edges? (see Nintos picture above).... I need to know:dance:
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