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Tutorials Post tutorials and links to great tutorials here. There is no restriction to types or subject matter as long as it is useful to the community.

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  #21 (permalink)  
Old 03-25-2005, 05:48 AM
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For a great utility we can change the line colors, in XSI click on the "palette icon" (down on left) to open the bar with the colors. Pick the color and select the curves you want.

Now we have the main curves and we need to extract part of them.
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  #22 (permalink)  
Old 03-25-2005, 05:58 AM
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We need to do for each part of the body car 4 lines to build the surfaces. This is more faster and more simple for me to manage, especially when I don't have a detailed and projected blue prints. We are working only with a side sketch and some indicative perspective ones, but I think that is the more faster method for me to build a 3d.

We can start building some surfaces.
Another item on my method: I use the NURBS in this phase to have clean and approximate surfaces. When I'll be glad for the results then I'll translate all the Nurbs in the polygon meshes.

So the tool most used by me are the 4-sided and the birail tools. Someone could use anything else paying attention on the builded curves.
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  #23 (permalink)  
Old 03-25-2005, 06:09 AM
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Here I'm showing how the 4-sided tools works.
You may select the curves in the clockwise mode to have the normals outer. If the surface doesn't appear with the grey shade, but with the black one, you have the inner normals of that surface. Under Modify>Surf.Mesh you have the option to Invert the normals.

The 4-sided screen shows the options to modify: the subdivision mode (I have choosen the "absolute" one).
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  #24 (permalink)  
Old 03-25-2005, 06:17 AM
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Ok. Now we have the complete "rough" body on which work to do adjustments on the smoothness and the proportions, then we translate it on polygons.

Note: the side windows are builded with the Birail tool. I re-build this part to obtain the upright.

Hope to be clear and not boring, LOL
Cheers
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  #25 (permalink)  
Old 03-25-2005, 01:18 PM
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Great work, after this holiday weekend, hopefully I will have time to start working along. Very nice job here Speedline.
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  #26 (permalink)  
Old 03-25-2005, 04:00 PM
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Quote:
Originally Posted by TheAllusionist
Great work, after this holiday weekend, hopefully I will have time to start working along. Very nice job here Speedline.
Hey The Allusionist thanks for all, I would to say more and more but this means that in 2 days I'll have 1000 posts, LOL.
All is ok, I want to do this car better than other mine if I can. So have a nice Holyday time, Happy Easter (Buona Pasqua) my friend
Roberto
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  #27 (permalink)  
Old 03-29-2005, 03:37 PM
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Now we do more detailed surfaces, so piece by piece we define the car shape. Here I've rabuild the surface between the mudguard and the frontal. I've re-designed the 4 lines I need to generate the surface.
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  #28 (permalink)  
Old 03-29-2005, 03:38 PM
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1. The same process do build the top mudguard attached to the bonnet.
2. The rear part of the mudguard required the tool Curve Net (from the left toolbar: Create>Surf.Mesh>CurveNet) to be more precise. This tool works in this way: click the command and pick first the parallel lines in a way, then click the right botton and select the other parallel lines; when done another right click and appear the surface and the option screen.
3. I wanted to change the shape of the rear body; clicking the 4 lines of that surface I modified it with a "lattice" (I will show you detailed in a next image).
4. Selecting the vertices of the lattice I rotate them as I wished.

N.B. I've not used the "freeze"(clear history) key, thus I could change the vertex position and this changes the surface too.
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  #29 (permalink)  
Old 03-29-2005, 03:40 PM
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This are the screens of the lattice options. This tool is under Model>Primitive>Lattice. I've setted the Subdivision as I preferred, the Interpolation on Curve, because I don't want a linear deformation.


More details on the CurveNet tool.
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File Type: jpg screenshot019_165.jpg (116.6 KB, 1 views)
File Type: jpg screenshot020_184.jpg (110.4 KB, 1 views)
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  #30 (permalink)  
Old 03-29-2005, 03:42 PM
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I've "closed" the body on the side.
3-4. Because we work on an half body and then simmetrize it, I'll show you a simple way to do it.
I've builded the right car body, then I create a Model (from the right toolbar: Edit>Model>NewModel), renamed and appears a null on the coords origin. Then you may select with the MMB (middle mouse botton) the null and press CTRL+I (instantiate) and enter a value -1 on the Z cell under the scale option (right toolbar>Transform). When now you select/modify something on the right body, instanctly this changes are done on the left one.
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