Hi! a splendid tutorial from you! I wonder if I could email you so I could show you my car in which I had trouble with and if there is you could point out? If no emails, I can elobate my problem here. When my side panels is curved from front fender to back fender. You basically get a curved reflective map but in real life car model the reflective map is straight on sidepanels, what went wrong?
I'm not sure how that reflection map is helping you with the surface accuracy... Unless there's something I'm missing.. but to me it looks like it hinders more than it helps...
You are correct, the reflection is not to help with surface accuracy; the reflection map is about getting continuous smooth reflections (as much as possible in polygons),
***** I mean when you are modelling and you enable that map... it hides the surface and distorts/disables light shading on it.. so it's more difficult to see if the surface is accurate or not..
***** Oh wow that's quite an elaborate tutorial! I'll sit down and go through it soon enough, it's bookmarked thanks! Interesting technique I must say, never seen anyone else use it.. again thank you ;D
hi Ali, cool workflows, thumbs up!!.. One question, is that a script for showing "zebra" geometry flow or native max stuff. I am modeling boats and this could be really handy tool for tracking the geometry "tension" in max.. Can you reveal the secret?... Thanks in advance!!
+rodrigo maldonado Thank you Rodrigo, 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: www.ebalstudios.com/blog/modeling-cars-polygons#horror Note: the assign flow button you see me using, is only a short script that assigns a material to the mesh.
Maybe there are other ways of doing but from practice, this was the best compromise i could get away with. I don't know if you've checked this one, but this tutorial should help explain the principles behind my workflow www.ebalstudios.com/blog/modeling-cars-polygons
I see from your website you are aware of other apps (MOI Fusion) too. Currently at school we explore low poly count surfacing and then we add the details (cuts etc) via NURBS tools. Works pretty predictable too. Only problem is that T-Splines often makes mess NURBS patches ;) But this is more enjoyable than Alias for the students.
So many tools out there, but it's interesting that at your classes you use adding details via cut. I guess it's always good to survey many techniques before picking what works best and I can imagine it's more enjoyable than Alias :D
It comes out of necessity. Alias wire models while achieving high quality are very static and labor intensive to adjust and sub-d modeling can be equally tough for new students. Fusion and Blender is more an experiment to teach the concepts but give the student tools that are manageable at their level. Some of my graduates at Ford use Speedflow now instead of Maya.
Could you answer me on some question: 1. What is your configuration of PC (hardware, cpu, ram and gpu) I need becouse I want see which one 3ds max to install.... 2. How much polygons have this Mercedes model :) (I am impressed with your work and tutorial! ) .. You deserve more! God bless you. Thanks
1.At the time modeling that car, I had i7, 16 GB ram and an old ATI 5870 (computer specs do not matter as much when you are starting out. When rendering, cpu is of course important, but if you are doing stills only; it can still be managed) 2.without adding subdivision the car model with wheels and very basic interior is about 1.5 million polygons and you probably only need one level of subdivision to get it looking good at close-ups rendered in HD. Thanks for watching, hope it helps.
:D just yesterday my colleague at work was asking the exact same thing! it is a bad habit I picked up from viewport Zbuffer issues when handling large scenes in 3dsmax. only now I realized how painful it might be for some to use this view, lots of improvements in any next video :) next time all perspective :)
15:50 - 2nd pass detail - Convert to poly
Thanks a lot. This was mind blowing after trying to get nice accurate surfaces with edge by edge techniques.
You are more than welcomed! really glad you found this technique useful.
part 3?
Hi! a splendid tutorial from you!
I wonder if I could email you so I could show you my car in which I had trouble with and if there is you could point out?
If no emails, I can elobate my problem here. When my side panels is curved from front fender to back fender. You basically get a curved reflective map but in real life car model the reflective map is straight on sidepanels, what went wrong?
Really halpful
I'm not sure how that reflection map is helping you with the surface accuracy...
Unless there's something I'm missing.. but to me it looks like it hinders more than it helps...
You are correct, the reflection is not to help with surface accuracy; the reflection map is about getting continuous smooth reflections (as much as possible in polygons),
***** I mean when you are modelling and you enable that map... it hides the surface and distorts/disables light shading on it.. so it's more difficult to see if the surface is accurate or not..
Of course! Thats why I only use it for reflection check, please just check the article tutorial and you will get an idea what I mean.
***** Oh wow that's quite an elaborate tutorial! I'll sit down and go through it soon enough, it's bookmarked thanks! Interesting technique I must say, never seen anyone else use it.. again thank you ;D
and where is the part 3?
Asalam alaikum sir. how to apply realistic texture in modeling maya and 3dsmax
I like your studio name ''Ebal Studios'' what does that mean
Ebal is the name of a mountain in my hometown of Nablus.
And for Russian speakers, the correct translation of Ebal is Айбаль!
@@Aliismail3D ну теперь понятно)))
hi i can no make assign flow pleas learned that thanks
hi Ali, cool workflows, thumbs up!!.. One question, is that a script for showing "zebra" geometry flow or native max stuff. I am modeling boats and this could be really handy tool for tracking the geometry "tension" in max.. Can you reveal the secret?... Thanks in advance!!
Thanks Ivo, it's just a standard max material with a reflection map viewed in the viewport, please just check my first reply to Rodrigo Maldonado ;)
Ups.. ..i´ve miss that! Thanks!!
can you show us how to make the mirror please ??
Hi Amr, here is the modeling progression of the mirror www.aliismail.com/tutorials/carModeling/mirror2.jpg
Thank you for this tutorial mate!
amazing tutorial!!!. One question. Wich plugin is for make the Assign FLOW?
+rodrigo maldonado Thank you Rodrigo, 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:
www.ebalstudios.com/blog/modeling-cars-polygons#horror
Note: the assign flow button you see me using, is only a short script that assigns a material to the mesh.
What i dont get is that you hammer on perfect edge spacing, but yet then you cut into it and make horrible edge flows???
Maybe there are other ways of doing but from practice, this was the best compromise i could get away with. I don't know if you've checked this one, but this tutorial should help explain the principles behind my workflow www.ebalstudios.com/blog/modeling-cars-polygons
very nice work - great to see a fellow person knowing sub-d and NURBS well.
Thank you Claas.
I see from your website you are aware of other apps (MOI Fusion) too. Currently at school we explore low poly count surfacing and then we add the details (cuts etc) via NURBS tools. Works pretty predictable too. Only problem is that T-Splines often makes mess NURBS patches ;)
But this is more enjoyable than Alias for the students.
So many tools out there, but it's interesting that at your classes you use adding details via cut. I guess it's always good to survey many techniques before picking what works best and I can imagine it's more enjoyable than Alias :D
It comes out of necessity. Alias wire models while achieving high quality are very static and labor intensive to adjust and sub-d modeling can be equally tough for new students. Fusion and Blender is more an experiment to teach the concepts but give the student tools that are manageable at their level.
Some of my graduates at Ford use Speedflow now instead of Maya.
Could you answer me on some question:
1. What is your configuration of PC (hardware, cpu, ram and gpu) I need becouse I want see which one 3ds max to install....
2. How much polygons have this Mercedes model :) (I am impressed with your work and tutorial! ) ..
You deserve more! God bless you. Thanks
1.At the time modeling that car, I had i7, 16 GB ram and an old ATI 5870 (computer specs do not matter as much when you are starting out. When rendering, cpu is of course important, but if you are doing stills only; it can still be managed)
2.without adding subdivision the car model with wheels and very basic interior is about 1.5 million polygons and you probably only need one level of subdivision to get it looking good at close-ups rendered in HD.
Thanks for watching, hope it helps.
awesome!!!! :)
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
Hi nice work but why you are working ortagrapic its make your eyes so bad make perpectif
:D just yesterday my colleague at work was asking the exact same thing! it is a bad habit I picked up from viewport Zbuffer issues when handling large scenes in 3dsmax. only now I realized how painful it might be for some to use this view, lots of improvements in any next video :) next time all perspective :)