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| Basic door sill modeling (Shift, forza, whatsoever); ZModeler editing tutorial | |
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| Tweet Topic Started: Jun 2 2010, 12:28:40 PM (8,754 Views) | |
| X-man | Jun 2 2010, 12:28:40 PM Post #1 |
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Hi! Since I saw many cars with simple planar polies as door sills, I've decided to put a lil knowledge into some guys' brain. Please note that the time on the pictures are not relevant, since I wrote the tutorial into a TXT file between 2 step. So, here we go: First, we detach the doors from the body. We're gonna do this using the select-separated tool in poly mode. After done, detach them with modify-submesh-detach(moving, keep original: disabled; to new object: enabled), while selected mode is turned on. Then, we do the same on the interior (hope you don't mind, I didnt want to waste pics. If you notice that some polies are still left in the original mesh, detach them, too, you can attach them together later. Don't worry about broken verts on renders, separated tool selects the attached verts, meaning, that those were meant to be broken). Now, show one of the doors, go to verts mode, and select the verts on the side of the door (as on the pic). As you can see, I've created a new save file now (ZM tends to crash). Now, go to modify-submesh-extrude (triangle sides, sharp edges ON), disable the Y axis, and extrude the verts in front/rear viewport. As you can see, I've extruded them way more then we should. That's because you need to select all the polies, and set them to default material (thats important in the stages coming). Because we used sharp edges on, you can simply use separated selection tool. After this step, detach them Once that is done, go to verts mode, and weld the close verts together. After some welding, mine looked like this: Now,center the axles to the object, then verts mode, select the inner verts. Scale them down on XY, from a side viewport: As you can see, it still needs some corrections, so I'm gonna scale it down on Y only a bit, then move some of them on both X and Y. Now, as you can see, it looks much better from the side. BUT, from the front viewport, it still looks fucked. So, we select all inner polies again, and move them back in on X. Now, I noticed that it still needs some verts, so I inserted some (modify-insert, works on edge mode). Now go to object mode, recalculate normals, and show the door as well. If you did everything right, you should have something like this: Now, select the inner polies from side view, and extrude them from front/rear on X (again, tris and sharp edges on). Pull them long again, like at the first step: Still front/rear, still X only, still selected mode, scale them down. It would make the whole thing straight. Now, as you can see, straight line does not fit the interior part too much, so now, we need to move it a bit on X again: Now, the part we use from the door is done. We start working on the interior part, same way: Now, with simple polymodeling, fill the hole, insert some verts where you might need, and tada, you're done. |
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| Kotton | Jun 2 2010, 12:32:27 PM Post #2 |
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★SoCal CrackHead★
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many thx X.. now there's no freakn excuses
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| MitakoBG | Jun 2 2010, 12:36:14 PM Post #3 |
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Great tutorial That's very useful.
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| Neos7 | Jun 2 2010, 12:45:18 PM Post #4 |
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100 Club
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@kot add this emoticon Edited by Neos7, Jun 2 2010, 12:46:38 PM.
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| emontero | Jun 2 2010, 01:04:53 PM Post #5 |
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Great man thx |
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| X-man | Jun 2 2010, 01:33:56 PM Post #6 |
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Yea. Also, I'm planning on making a longer converting tutorial from Shift to IV. Also, I should finish dat phukin Bentley lol
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| wired | Jun 3 2010, 12:29:11 AM Post #7 |
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Nice tut,almost the same technique that I'm using. |
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| Nm69 | Jun 3 2010, 01:51:26 AM Post #8 |
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★Anti-TROLL★
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if i was homo id marry u lmfao j/k Thanks for the tut |
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| X-man | Jun 3 2010, 01:53:57 AM Post #9 |
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If you were homo, and tried to hit me, I'd cut your fkin balls off
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| Nm69 | Jun 3 2010, 01:59:52 AM Post #10 |
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★Anti-TROLL★
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lol ... thank god im not ima try this tut in two days....... need to get my gpu back..hopefully i will...
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| X-man | Jun 4 2010, 06:06:01 AM Post #11 |
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Could someone add it to the tutorials list? |
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| shelbymotor | Jun 4 2010, 09:44:06 AM Post #12 |
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V8 Engines only
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hey this tut is great and very clear XSB , but i have a question ,could somebody teach how to make it on 3ds max please ? bcuz my gt500 still need it
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| Nm69 | Jun 4 2010, 10:49:31 AM Post #13 |
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★Anti-TROLL★
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afaik the methods are almost the same....everything X said in this tut can be followed in Max too... |
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| Threepwood | Jun 4 2010, 11:15:43 AM Post #14 |
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CLEOticCHAOtic
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Just the tools are different, but thats self-explanatory in max. So X's tutorial is somehow global
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| X-man | Jun 4 2010, 01:24:48 PM Post #15 |
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Actually, extrude, and weld tools exist in MAX as well.. to be more precise, max even has target weld. IDK how the 'attach' command is called tho... |
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| shelbymotor | Jun 4 2010, 07:49:26 PM Post #16 |
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V8 Engines only
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oh thanks, i'll try and see what happens thanks for help brothers
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| wired | Jun 5 2010, 12:09:09 AM Post #17 |
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Max has attach and attach list,but it's faster and easier to extrude and weld. |
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| Threepwood | Jun 5 2010, 05:26:06 AM Post #18 |
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CLEOticCHAOtic
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And its much much easier to simply hold the Shift button and pull the selected lines via gizmo (the three arrows). Select, hold shift, pull in any direction and as far as you want, same goes with rotation gizmo. |
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| X-man | Jun 5 2010, 05:42:28 AM Post #19 |
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Yea, but it was already proved in family guy, that if you feed a gizmo after midnight, it turns into... Julia Roberts, iirc. So don't screw around with the gizmo!
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| Threepwood | Jun 5 2010, 05:55:35 AM Post #20 |
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CLEOticCHAOtic
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lol
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That's very useful.






6:00 PM Jul 10