It's easier when u start with a easy part, and build momentum from there Build the entire car body as one continuos mesh with any hole cuts such as headlights And build parts on that mesh as a shrink wrap(or whatever the equivalent is in Maya or 3ds max(ew paid 3d software I use blender)) Wait, it kinda hard to visualize what I am saying but imma bring up a helpful video(not a Rick roll I am not 8yrs old)
There's also a very helpful course that made my models look professional , it's from CG masters, call mastering car modeling or some like that, although I recommend trying to build a couple of cars before viewing it for context sake(not bc it's hard , it's still just a tutorial), hope I helped :)
Am I right in thinking that where you create a hard edge (using smoothing grouping?) it does not apply a subdivision on that edge. This allows you to subdivide and keep hard edges where you need them?
Yes. It subdivides but it doesn't smooth or "relax" the mesh around that edge. If you are not familiar with 3ds max it's easier to think of it as an OpenSubdiv crease, only much more flexible than OpenSubdiv. Internally, it treats that edge as if it were disconnected. This way I can easily block out whatever I want while keeping hard edges intact.
@@Aliismail3D Yes this makes a lot of sense and its a genius method. I look forwards to trying it. These two videos are so good. I learn something new every time I watch them but this little nugget of wisdom will really make a huge difference. Thank you again.
Man you completly change my perception about 3d modeling and reassure in the fact drawing help for 3d. Do you plan to do the same analytical tutorial for interior. This is a very tricky part when you don't have blueprint for it.
Thank you Wesley! for now there are no plans for the interior, but will keep you updated if I ever managed to find time for it. You are already familiar with the work-flow, but generally stating, it will be a lot easier to model the interior if one starts with layout/block out models and then match them to photographs before doing any details. Of course doing the interior accurately AND in detail, is very time consuming, there is just so many parts to model!
Anyone know where I can get some good reference images for modeling my first car? I've tried modeling cars before but have never finished any. What's a good car to start with? I need a good set of blueprints! Every blueprint I find is always somehow off for some reason. preferably looking for a 3rd generation escalade (base model, non esv)
Ok as someone who has a little more experience with sculpting faces from reference(and used to do car modelling in the past) I can tell you: Never just copy from your reference. Especially with these hard surface things we might think that they are a "truth" that we can rely on to cover for our artistic insecurity. If you get the major shapes correct and the proportions are somewhat in the ball park, the car will look like the car. It's the same for a human face likeness. So spend your time on a good blockout. Spend some time on analysing the car and what the proportions actually are. Because they cannot be thrown off so easily. Make a relation like the headlights are half a front tire and they are two front tires apart or something made up like that. And when you see that your blueprint is off by a good 10 cm, then stop worrying because it doesn't matter for a realistic result. Really, it's not important. Just do the in between and do the in between very confidently so that it looks good as a whole. Also save the details for later.
Blueprints are 2D and it's tough. You need a few references and to really think about certain details, because sometimes a bold line in your blueprint could look like one thing, but its something totally different in your reference. Instead of doing a google image of "car", go a little more detailed and look for "BMW Blueprint" because if you look for "car" and want another angle, now you have to dig and dig for another one to match. But it's all just practice. Art is all about reference and getting better at using them
アroton exactly! I have seen tutorials, and I just started a model myself where I used real world measurements and scaled my reference image from there. Now everything is nice and proportional :)
Thank you for the tutorial! In the 22nd minute, you are adjusting the model using the base model. Of course, we have not this possibility and in the reference images, it is not clear where is the side bottom lines. How you solve this problem without the base model?
Yes absolutely Ulvi! what I did was cheating and you can't do it when you have a completely new project. But challenging areas like these are usually solved with visual cues, I know you would like to know more but it really boils down to studying the reference, seeing for example one line or curve from 2 camera angles you could get a glimpse on how it's like, blueprints are not enough, photos and camera matching are essential. we have been so busy with work that I didn't get a chance to work on my car modeling tutorial but if we do ever finish it, we can show in detail how to work these areas. Thank you Ulvi for watching and apologies for not helping you in a better way.
Thank you for the answer, I will pay attention to the moments that you have mentioned. This is one of the high-quality tutorials what I have seen about car modeling and I am sure that your next tutorial will be best in this category.
Same here on the reflection map, can get it too show in the viewport but its static and doesn't move with the perspective view. I have an unmodified directx shader it is assigned to the following material> I have a standard material, diffuse black, specular 0, reflection map Flowcheck.dds> Flowcheck.dds - texture is checked and realworld scale is checked, this material is selected to show in viewport. Have tried with mentalray as the renderer and scanline in the assign renderer dialogue As said this achieves the map showing, but it doesn't move, just appears as a painted on map. any chance you can give a step by step on this or post the material? I'm sure its something really simple but I can't work it out.
I think the video's on this car are amazing, but the fact that nearly everything you have done on these 2 video's rely on the flowcheck working the fact noone can get it working isn't helping people to achieve what your trying to teach :(
Please read the tool tip section over here: www.ebalstudios.com/blog/modeling-cars-polygons#horror watch this video which is already linked in my tutorial ruclips.net/video/o-skRNHlIjM/видео.html (use mental ray and put the hdri in the background with a reflective arch material.) Thank you.
ruclips.net/video/mIpJq9y_Qic/видео.html Apologies for the delay, we have finally uploaded a complete video about the flow check zebra map and how to use it inside max.
I have downloaded your striped material so I can check reflections but there is a problem. Its the environment background. I need to get rid of that like you have in the tutorial but still see the reflections. How do you do that?
An easier way to go about it is to use a DX shader instead and use the DDS cube map. in the timeplase I was using a script that is no longer supported. simply apply a DX shader with the DDS in the reflection slot and tune in the specular values and it should work just the same.
After long trial and errors in rendering products for some time now, I discovered that the secret in getting a good studio render is TONE MAPPING (Try photomatix as a start), and yes! post processing your renders is actually the tutorial I am writing now and preparing material for, would probably need at least 2 weeks since I am doing it in the weekends. I would say best thing to do now would be to view car photographers tutorials and post processing product photography.
What usage has that curve you add in the beginning, doesnt make real sense to me. You can do exact the same without it. Simply use edge slide using constraint?
Have to scroll to that part again, I recorded this video couple of years ago, but I think I did to make sure I follow the blueprints. sort of to have the blueprints in 3D.
Google Images "Mercedes S-Class 2014" choose something above 1024x768 or 1600x1200 and you will find the very same reference or even more images since the car is much older now than when I started modeling it.
To download the map used, or see how to enable viewing reflections in the viewport for max and maya; please check the tool tip section over here: www.ebalstudios.com/blog/modeling-cars-polygons#horror
谢谢 Sheng Xu 对不起 我知道 这是一个长期的阅读 Please check the tool tip section here and you will find the maps and textures: www.ebalstudios.com/blog/modeling-cars-polygons#horror
Hi Paul, apologies for the late response, try this link: www.the-blueprints.com/blueprints/cars/mercedes/58306/view/mercedes_benz_s_class_w222__2014_/ This should be the same blueprints. I usually get any Mercedes blueprints from the technical data sheet pdf of the german website. This tutorial has been only a timelapse recording with commentary, I am working on a new one with voice over, different chapters and all working files included (will take up to 3 months to finish), but you can follow us on Gumroad or subscribe to RUclips for updates: gumroad.com/ebalstudios Thanks for watching
Hi Brandon, if the images are high resolution but seem blurry inside max; this is probably a viewport issue. Click on the little plus sign next to the perspective word and choose configure viewports, then make sure your texture maps resolution is set to something like 4096, not sure if you need to but restart max if it doesn't change the quality
I kjnow how to make the images more high quality in 3ds max, but I really meant I see on the website in technical specifications under dimensions that they show the blueprints. However the images are very small how do I make them more quality or is there a more high quality blueprint on the website? Thanks
The ones I used are probably not exactly the same ones, I just tried to find a link that was easy to share and I don't want to get into any copyrights issues by sharing something on my website which I don't own. But you can try Googling "mercedes s-class 2014 blueprints" or maybe use Google image search feature and put the blueprints you downloaded on the hope of finding the similar larger res one.
After the positive feedback on this tutorial series I am planning to make more on a higher quality and with voice-over, I just have to first finish up a project I am working on now. It's on my to do list I promise :) but I just need to find the time for it.
Meanwhile, if you haven't checked it already, you can see this article tutorial www.aliismail.com/tutorial_car_modeling.html it really has lot of information that will come in handy.
You should make tutorial instead of timelapse, unfortunatelly there are no car modeling tutorials on that level as you show in here. I would love if you would release it
Thank you so much for your support and the feedback! I actually had planned for a complete tutorial showing all of the steps with project files included and actually started with it but had to put it to a halt due to issues with Paypal (Tried several times calling and E-mailing them with no luck, I was put on hold on the phone for several hours with no reply!). So we couldn't go with any plans of selling any content on Gumroad and we completely shifted directions. There are still some plans for future tutorials and maybe a dedicated car tutorial but I can't make any promises about the time. Thx again for your comment and apologies if I overwhelmed you with details :)
it is totally fine mate :) i tried to find myself some tuts on car modeling in 3ds max as before i was using cinema c4d as you can see result is here www.artstation.com/artwork/P5b18 but since i switched to max i have problem to find myself with fluid car shapes i tried polygon modeling now i do spline modelling we will see how it will turn out but yeah keep me updated as i would definatelly want to get my hands on that tutorial :)
Sure, I had in mind a much more focused, shorter version with a professional voice over from the start to finish but due to lack of time, I had to settle for this format :( Thx for watching and I hope to improve the quality in future tutorials.
Please let me contact you on facebook. first of all, You did a great job at grasping 3dmodeling,that was fantastic. And If you could tell me the scripts and shader you used to check the smooth result .cause the way you use is not in the video completely,and I want to use the check method . At last, thanks your hard work again.
Ni hao Chen Jian. the flow check I am using is only a reflection map viewed in the viewport. To download the map used, or see how to enable viewing reflections in the viewport for max and maya; please check the tool tip section over here: aliismail.com/tutorial_car_modeling.html#horror Note: the assign flow button you see me using, is only a short script that assigns a material to the mesh. Sorry, but I don't have a facebook account :(
Cause the scripts listener can't record some commands such as assigning a material .Although it has a few rows of code ,I can't write it by myself .And I spend nearly 4 hours to find the answers in google.But I failed.
Simply change one of the materials in the compact material editor, for example the first material slot and use this script: $.material = meditMaterials[1]
yes,i wil do it wiht your method , if you had tme, try add this ID,243622787 in QQ, And qq,is the most popular social communication soft in china, we could keep tounching
I would love to have recorded those parts as well, but I did the best I could with the time I had. Please note that I did this recording after i finished modeling the car. I modeled the most important body several times until I perfected the techniques and then recorded this one. the other parts are really important but I thought any other modeling tutorial would give the same idea.
I am sure you meant you prefer a video which is more focused and gives you a better chance to model on your own, but for now maybe you can put up with me and use the youtube settings to decrease the play settings to .5 or .25 Izlediğiniz için teşekkürler!
Классное название у студии. Супер видео!
This is so so useful! I wish I had seen this sooner! Thank you for taking the time to share this.
Thank you for the kind words, all the best of luck with your projects.
how to draw a line through polygons? 38:58
Cut Tool (Alt+C)
you work flow has changed my perspective entirely.. now im lost and confused on how i start these builds :D
It's easier when u start with a easy part, and build momentum from there
Build the entire car body as one continuos mesh with any hole cuts such as headlights
And build parts on that mesh as a shrink wrap(or whatever the equivalent is in Maya or 3ds max(ew paid 3d software I use blender))
Wait, it kinda hard to visualize what I am saying but imma bring up a helpful video(not a Rick roll I am not 8yrs old)
ruclips.net/video/3rlMzsBWtPY/видео.html
Sry if I am a little late
There's also a very helpful course that made my models look professional , it's from CG masters, call mastering car modeling or some like that, although I recommend trying to build a couple of cars before viewing it for context sake(not bc it's hard , it's still just a tutorial), hope I helped :)
Am I right in thinking that where you create a hard edge (using smoothing grouping?) it does not apply a subdivision on that edge. This allows you to subdivide and keep hard edges where you need them?
Yes. It subdivides but it doesn't smooth or "relax" the mesh around that edge. If you are not familiar with 3ds max it's easier to think of it as an OpenSubdiv crease, only much more flexible than OpenSubdiv. Internally, it treats that edge as if it were disconnected. This way I can easily block out whatever I want while keeping hard edges intact.
@@Aliismail3D Yes this makes a lot of sense and its a genius method. I look forwards to trying it. These two videos are so good. I learn something new every time I watch them but this little nugget of wisdom will really make a huge difference. Thank you again.
Man you completly change my perception about 3d modeling and reassure in the fact drawing help for 3d. Do you plan to do the same analytical tutorial for interior. This is a very tricky part when you don't have blueprint for it.
Thank you Wesley! for now there are no plans for the interior, but will keep you updated if I ever managed to find time for it.
You are already familiar with the work-flow, but generally stating, it will be a lot easier to model the interior if one starts with layout/block out models and then match them to photographs before doing any details. Of course doing the interior accurately AND in detail, is very time consuming, there is just so many parts to model!
This is a really impressive work man! These few tutorials are really inspiring for me. Amazing skills :). I hope to see more videos from you.
Thanks a lot Checco, your words mean a lot to me! I wish you all the best in your learning process.
17:38 1st pass detail - Convert to poly
Anyone know where I can get some good reference images for modeling my first car? I've tried modeling cars before but have never finished any. What's a good car to start with? I need a good set of blueprints! Every blueprint I find is always somehow off for some reason. preferably looking for a 3rd generation escalade (base model, non esv)
what can i do if blueprints are soo much inaccurate :( it happens all the time
Ok as someone who has a little more experience with sculpting faces from reference(and used to do car modelling in the past) I can tell you: Never just copy from your reference. Especially with these hard surface things we might think that they are a "truth" that we can rely on to cover for our artistic insecurity. If you get the major shapes correct and the proportions are somewhat in the ball park, the car will look like the car. It's the same for a human face likeness. So spend your time on a good blockout. Spend some time on analysing the car and what the proportions actually are. Because they cannot be thrown off so easily. Make a relation like the headlights are half a front tire and they are two front tires apart or something made up like that. And when you see that your blueprint is off by a good 10 cm, then stop worrying because it doesn't matter for a realistic result. Really, it's not important. Just do the in between and do the in between very confidently so that it looks good as a whole. Also save the details for later.
Blueprints are 2D and it's tough. You need a few references and to really think about certain details, because sometimes a bold line in your blueprint could look like one thing, but its something totally different in your reference.
Instead of doing a google image of "car", go a little more detailed and look for "BMW Blueprint" because if you look for "car" and want another angle, now you have to dig and dig for another one to match.
But it's all just practice. Art is all about reference and getting better at using them
@@Gredran well after agnoizing pain, i found better way, just scale them according to real life measurements
アroton exactly!
I have seen tutorials, and I just started a model myself where I used real world measurements and scaled my reference image from there. Now everything is nice and proportional :)
Thats awesome. Im modeling my 750 IL with your technique.
Can you send blueprint 2d for me? Thank s Sir
If I may ask: Where did you get the blueprints from?
You can find most of them online with a simple google images search
en.razmery.info/equipment/car_bodies/dimensions-car-bodies-mercedes-benz-w222.html
razmery.info/image/tehnika/chertezhi/razmery-mercedes-benz-w222-1.png
@@gokulrajnainaraj491 Thank you, pal!
Thank you for the tutorial! In the 22nd minute, you are adjusting the model using the base model. Of course, we have not this possibility and in the reference images, it is not clear where is the side bottom lines. How you solve this problem without the base model?
Yes absolutely Ulvi! what I did was cheating and you can't do it when you have a completely new project. But challenging areas like these are usually solved with visual cues, I know you would like to know more but it really boils down to studying the reference, seeing for example one line or curve from 2 camera angles you could get a glimpse on how it's like, blueprints are not enough, photos and camera matching are essential. we have been so busy with work that I didn't get a chance to work on my car modeling tutorial but if we do ever finish it, we can show in detail how to work these areas. Thank you Ulvi for watching and apologies for not helping you in a better way.
Thank you for the answer, I will pay attention to the moments that you have mentioned. This is one of the high-quality tutorials what I have seen about car modeling and I am sure that your next tutorial will be best in this category.
Same here on the reflection map, can get it too show in the viewport but its static and doesn't move with the perspective view.
I have an unmodified directx shader it is assigned to the following material>
I have a standard material, diffuse black, specular 0, reflection map Flowcheck.dds>
Flowcheck.dds - texture is checked and realworld scale is checked, this material is selected to show in viewport.
Have tried with mentalray as the renderer and scanline in the assign renderer dialogue
As said this achieves the map showing, but it doesn't move, just appears as a painted on map. any chance you can give a step by step on this or post the material? I'm sure its something really simple but I can't work it out.
I think the video's on this car are amazing, but the fact that nearly everything you have done on these 2 video's rely on the flowcheck working the fact noone can get it working isn't helping people to achieve what your trying to teach :(
Please read the tool tip section over here: www.ebalstudios.com/blog/modeling-cars-polygons#horror
watch this video which is already linked in my tutorial ruclips.net/video/o-skRNHlIjM/видео.html (use mental ray and put the hdri in the background with a reflective arch material.)
Thank you.
ruclips.net/video/mIpJq9y_Qic/видео.html Apologies for the delay, we have finally uploaded a complete video about the flow check zebra map and how to use it inside max.
I have downloaded your striped material so I can check reflections but there is a problem. Its the environment background. I need to get rid of that like you have in the tutorial but still see the reflections. How do you do that?
An easier way to go about it is to use a DX shader instead and use the DDS cube map. in the timeplase I was using a script that is no longer supported. simply apply a DX shader with the DDS in the reflection slot and tune in the specular values and it should work just the same.
Great work Ali, is it possible to tell how do you make the studio render what kind of lights or gradients you're using thanks
After long trial and errors in rendering products for some time now, I discovered that the secret in getting a good studio render is TONE MAPPING (Try photomatix as a start), and yes! post processing your renders is actually the tutorial I am writing now and preparing material for, would probably need at least 2 weeks since I am doing it in the weekends.
I would say best thing to do now would be to view car photographers tutorials and post processing product photography.
i need pictcher car pleas send mee
He is using smoothing group technique rather than complex control loops ;)
This will probably be full tutorial but you're missing to showing us Creating of headlight or tier.
Nice tutorial! Could you publish a picture of Mersedes? Hard to find this type of picture.
Good tutorial! Which model of the machine?
Where did you get these blueprints and how did it not it blury when zoomed in
razmery.info/image/tehnika/chertezhi/razmery-mercedes-benz-w222-1.png
en.razmery.info/equipment/car_bodies/dimensions-car-bodies-mercedes-benz-w222.html
Oh man i just realize that i don`t know nothing... jaja Thanks for the vid matte
dont know anything* lol
Very useful tutorial...thank you very much. Can u send the pics of this vehicle you used to..
What usage has that curve you add in the beginning, doesnt make real sense to me. You can do exact the same without it. Simply use edge slide using constraint?
Have to scroll to that part again, I recorded this video couple of years ago, but I think I did to make sure I follow the blueprints. sort of to have the blueprints in 3D.
Can you reply to tell me where you learn car modelling. Does it required special lessons or techniques or is it all about practise? Plzx answer
I learned on my own, at a time before youtube even existed and when there was very few modeling tutorials available. Keep practicing!
@@Aliismail3D lol, thats hard to hear, it means it will take me centuries?
How to add edge between 2 vertex?
in 3ds , brige an chamfer something like that
Use "Connect"
Nice Tutorial bro. Only one problem u used lots of shortcuts can you please add shortcuts detail on video?
Point taken and will be implemented In the next tutorial :) Thanks. (this was my first ever video tutorial)
Ali Ismail thanks bro.
you are TURK ?
Merhaba Engin, love Turkey, the nature, food and Oud music. But I am from Palestine.
Marhaba, I am from Palestine too from Safuriya, and you?
can i have the reference image
Hello, a question, as you do for the 3ds max read the blueprints in high quality?
I think it's in viewport configuration (right click the + symbol) then increase the "Texture Map" size.
thx bro!!!! :D
:DDDDDDDDDDDDDD
can u provide links to your reference images?without those we cant do anything thanks
Google Images "Mercedes S-Class 2014" choose something above 1024x768 or 1600x1200 and you will find the very same reference or even more images since the car is much older now than when I started modeling it.
thank you ops sry i mean blueprints noty images of the car
Hi, bro. I have a quetstion that how to turn on the reflections control ( the part on the left ) ? or is this a plugin ?, Thanks bro :D
This is only a script that assigns a material from the materials editor. (it is exactly the same as assigning a material only quicker)
hi,bro.i want to ask u how to use the flowcheck,thank you very much!
i can't open the link of cgtextures tutorials
对不起 Sheng Xu I fixed the link now
for easy access here is the correct link www.cgtextures.com/content.php?action=tutorial&name=cubemaps
Ali Ismail Do you have some contact way?
Email or something
konten yang amat menarik
plz reference
thanks man! how can i download zebra lines to analisys the surfaces? great video!
To download the map used, or see how to enable viewing reflections in the viewport for max and maya; please check the tool tip section over here:
www.ebalstudios.com/blog/modeling-cars-polygons#horror
Bro can you please upload video for Zebra view?
译文
Thank you guys, this is a great tutorial. I want to ask is how to use the flowcheck?
谢谢 Sheng Xu
对不起 我知道 这是一个长期的阅读
Please check the tool tip section here and you will find the maps and textures:
www.ebalstudios.com/blog/modeling-cars-polygons#horror
Ali Ismail I download the related documents But I don't know how to use
thank you so much!I got it!
great tutorial, please can you upload the photo references, in order to follow the same workflow?:) thank you a lot!
Hi Paul, apologies for the late response, try this link: www.the-blueprints.com/blueprints/cars/mercedes/58306/view/mercedes_benz_s_class_w222__2014_/
This should be the same blueprints.
I usually get any Mercedes blueprints from the technical data sheet pdf of the german website.
This tutorial has been only a timelapse recording with commentary, I am working on a new one with voice over, different chapters and all working files included (will take up to 3 months to finish), but you can follow us on Gumroad or subscribe to RUclips for updates: gumroad.com/ebalstudios
Thanks for watching
Hey ebal studios, I see where the car blueprints are for mercedes benz, but how do I make them more high quality for modelling in 3ds max?
Hi Brandon, if the images are high resolution but seem blurry inside max; this is probably a viewport issue.
Click on the little plus sign next to the perspective word and choose configure viewports, then make sure your texture maps resolution is set to something like 4096, not sure if you need to but restart max if it doesn't change the quality
I kjnow how to make the images more high quality in 3ds max, but I really meant I see on the website in technical specifications under dimensions that they show the blueprints. However the images are very small how do I make them more quality or is there a more high quality blueprint on the website? Thanks
The ones I used are probably not exactly the same ones, I just tried to find a link that was easy to share and I don't want to get into any copyrights issues by sharing something on my website which I don't own.
But you can try Googling "mercedes s-class 2014 blueprints" or maybe use Google image search feature and put the blueprints you downloaded on the hope of finding the similar larger res one.
awesome conception ,please Is it possible to send me your blueprint
how can i download it ???
The HDRI is available at: gumroad.com/l/jlvkd
you make mor tutorials about this ? or you can request ?
After the positive feedback on this tutorial series I am planning to make more on a higher quality and with voice-over, I just have to first finish up a project I am working on now.
It's on my to do list I promise :) but I just need to find the time for it.
Meanwhile, if you haven't checked it already, you can see this article tutorial www.aliismail.com/tutorial_car_modeling.html it really has lot of information that will come in handy.
thanks, but if posible maybe modeling interior part for de car for example
please blueprints
en.razmery.info/equipment/car_bodies/dimensions-car-bodies-mercedes-benz-w222.html
razmery.info/image/tehnika/chertezhi/razmery-mercedes-benz-w222-1.png
You should make tutorial instead of timelapse, unfortunatelly there are no car modeling tutorials on that level as you show in here. I would love if you would release it
Thank you so much for your support and the feedback! I actually had planned for a complete tutorial showing all of the steps with project files included and actually started with it but had to put it to a halt due to issues with Paypal (Tried several times calling and E-mailing them with no luck, I was put on hold on the phone for several hours with no reply!). So we couldn't go with any plans of selling any content on Gumroad and we completely shifted directions.
There are still some plans for future tutorials and maybe a dedicated car tutorial but I can't make any promises about the time. Thx again for your comment and apologies if I overwhelmed you with details :)
it is totally fine mate :) i tried to find myself some tuts on car modeling in 3ds max as before i was using cinema c4d as you can see result is here www.artstation.com/artwork/P5b18 but since i switched to max i have problem to find myself with fluid car shapes i tried polygon modeling now i do spline modelling we will see how it will turn out but yeah keep me updated as i would definatelly want to get my hands on that tutorial :)
Commentary would be nice.
Thanks for the awesome tut, m8
Sure, I had in mind a much more focused, shorter version with a professional voice over from the start to finish but due to lack of time, I had to settle for this format :(
Thx for watching and I hope to improve the quality in future tutorials.
Please let me contact you on facebook.
first of all, You did a great job at grasping 3dmodeling,that was fantastic. And If you could tell me the scripts and shader you used to check the smooth result .cause the way you use is not in the video completely,and I want to use the check method .
At last, thanks your hard work again.
Ni hao Chen Jian.
the flow check I am using is only a reflection map viewed in the viewport.
To download the map used, or see how to enable viewing reflections in the viewport for max and maya; please check the tool tip section over here:
aliismail.com/tutorial_car_modeling.html#horror
Note: the assign flow button you see me using, is only a short script that assigns a material to the mesh.
Sorry, but I don't have a facebook account :(
Oh,magical, the effect is very nice and it looks like the zebra shader in alias,....
Cause the scripts listener can't record some commands such as assigning a material .Although it has a few rows of code ,I can't write it by myself .And I spend nearly 4 hours to find the answers in google.But I failed.
Simply change one of the materials in the compact material editor, for example the first material slot and use this script:
$.material = meditMaterials[1]
yes,i wil do it wiht your method , if you had tme, try add this ID,243622787 in QQ,
And qq,is the most popular social communication soft in china, we could keep tounching
The video is nice, but it is not a timelapse
Finally! a tutorial on the reflection map you see used here and how to use it in the viewport: ruclips.net/video/mIpJq9y_Qic/видео.html
reference
To bad you skipped modeling those important points like headlines, grill and some other markings.
I would love to have recorded those parts as well, but I did the best I could with the time I had. Please note that I did this recording after i finished modeling the car. I modeled the most important body several times until I perfected the techniques and then recorded this one. the other parts are really important but I thought any other modeling tutorial would give the same idea.
türkçe konuşabiliyorsan buraya yaz ing devam ederim yoksa
hi man you are realy talented man but pls make a slow a video ı dont know the fastes videos
I am sure you meant you prefer a video which is more focused and gives you a better chance to model on your own, but for now maybe you can put up with me and use the youtube settings to decrease the play settings to .5 or .25
Izlediğiniz için teşekkürler!
So funny name for this youtube channel if you're russian :)))
Is he modelling on the RIGHT SIDE of the car? What?!
All those years of academy training wasted