Thanks Just downloaded Round Corner for SU.. I hope that'll help me... if not, I'll do it manual for each polygon like in these pictures. There is still a lot of work to do on the body.LauraCristescu wrote:it did, try doing a bevel edge on the sharp edges of the car, sharp edges are not realistic look at any object, the edges are rounded by a couple of mm.
Corvette Stingray Vision 2008 Concept
Re: Corvette Stingray Vision 2008 Concept
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Re: Corvette Stingray Vision 2008 Concept
round corner will help greatly.
try also "selection tools" it may help you to grab related edges more easily than the native selection methods found in SU.
try also "selection tools" it may help you to grab related edges more easily than the native selection methods found in SU.
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Re: Corvette Stingray Vision 2008 Concept
i always have issues with the selection tool plug in, ...it never selects the edges i want O-o but give it a go
Re: Corvette Stingray Vision 2008 Concept
agreed, Laura, it works best with quad-face meshes. Unfortunately one must work hard in SU to keep quad faces and SU auto-folds everything to triangles if you are not vigilant.
Re: Corvette Stingray Vision 2008 Concept
As you can see I made it entirely with triangles I tried to keep the geometry with squares but couldn't, 'cause of all those angles and rounded shapes.Fletch wrote:agreed, Laura, it works best with quad-face meshes. Unfortunately one must work hard in SU to keep quad faces and SU auto-folds everything to triangles if you are not vigilant.
Re: Corvette Stingray Vision 2008 Concept
Solved. I made the bevel manually - fenders, roof, door and hood - and rendered it then overlayed in Ps to verify the reflections. Please let me know what you think.
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Re: Corvette Stingray Vision 2008 Concept
I'm no expert with cars in SU, but this looks like an excellent job building a low-poly Corvette.
Because of the segmented curves, when you render it, it may not look good in close-ups. So, you may want to save this one as "low-poly" and develop it further to have smoother curves.
Because of the segmented curves, when you render it, it may not look good in close-ups. So, you may want to save this one as "low-poly" and develop it further to have smoother curves.
Re: Corvette Stingray Vision 2008 Concept
Thank you. I'm an architecture student, just tried to do something different with SU. Started to model it in 3DS Max, but no success, because I'm unpatient and I don't control it well as much as I do with Sketchup. Used the same technique with "blueprints", since it's a concept, had to modify some pictures to make them look like blueprints. There is already a Stingray Concept 3d model in the Warehouse, what I call a real low-poly model.Fletch wrote:I'm no expert with cars in SU, but this looks like an excellent job building a low-poly Corvette.
Because of the segmented curves, when you render it, it may not look good in close-ups. So, you may want to save this one as "low-poly" and develop it further to have smoother curves.
Well if SU would provide real time smoothing it could look like a high-poly model, and that's what I'm planning to do, increasing the number of polys on the body. The only high poly object is the wheel with its tire, which took a lot to import and duplicate due to the low resources of my machine. Plus that I didn't just used the rims in the Warehouse but re-worked them and fit the detailed tire and BAER brakes. I'm planning in modeling these two also :
Here you go. Eliminated the wheels and scene to show up the real number of faces and edges the body has.
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Re: Corvette Stingray Vision 2008 Concept
Used a little bit of the Artisan plugin to smooth sharp edges of the wheel arches. Hope it's better. I followed the tutorial with Gimp but on Photoshop. I don't know why I get that white border in the final image after overlaying any tips for that ?
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Re: Corvette Stingray Vision 2008 Concept
try rendering the alpha mask pass at 2x resolution. Shrink it in photo editor before applying to your post-pro.
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