anybody have the time to see what I am doing wrong with my topology??

I understand and I use all quads but. this is the issue I am having with every model I do. I used Photoshop and then set the canvas to the same size for each view. i even checked all orthos with a box to make sure everything is aligned.
I am wondering if I need to learn more about normal and local axis but… ? I can never get everything aligned when I do use it. I notice normal and local axis helps for pushing vertices side to side and up and down, then use world axis to push a vertices say in top view over from the side. what is happening to me is I will push vertices up , down and side to side in say front view but then in side view the vertices is outside the reference image and even with the using different axis I can put it in lace. I know people don’t use the different axis, i just figured it would help with edge flow and not have to worry about dents in my mesh which I get all the time. I am studying curves to.I also notice some people model with sub surf on. I kind of like that. i figured to try it. any info on what I am doing wrong or need to do would be appreciated.

for some reason my reference images are not saving. i have tried 5 times. i used pack files and still nothing once I open the file. here is the pics.
http://www.pasteall.org/blend/38056

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here is the pics with the reference. you will see in front ortho my vertices are off. but when I correct it. it goes off in side or top ortho. for some reason I cant save it in the file. I normal start out with a cylinder for the wheel wells but lately I have been experimenting with using a vertices and doing the edge modeling.or curves.
I noticed when I don’t start out with the wheel wells a cylinder of say 24 . I end up having worst topology and a lot of loop cuts compared to using that method…

the reason why I would have better topology with that method is I would bridge the wheel wells then put about ten loop cuts in the door then model . the door, roof then extrude down to the hood where with using a vertices and starting anywhere. I get a lot of loop cuts.

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I made a roof with metal standing seams. i used a reference. but when I try to put it on a roof. the metal seams look to big and I am extruding very little.

pic below of the metal roof then I array it. but still I cant get the top metal caps to fit over this. the scale looks way off. anybody have these issues?

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Where did you get your reference images. Unless you got them from proper plans don’t assume that the different views will line up correctly
Ensure that you have scale the images up in each view. having the images square and aligned correctly in an image editor should imporve accuracy

I would get them off google.
https://www.google.com/search?q=lamborghini+blueprints&biw=1600&bih=765&source=lnms&tbm=isch&sa=X&ved=0CAYQ_AUoAWoVChMIw4fu5ff7xwIVRJiACh1H9gSN

I would use Photoshop. to use the guides and change the canvas to the same size for each photo. the I would erase the background so i only see the car and not a white canvas and save it as a png with transparent.

So sources that may not be accurate between the different views.
Have you checked that in the original images that the car details match up correctly in all views. If it’s wrong in the source it’ll be wrong in blender

I understand rotating the primitive will change the axis and the widget will show the direction of the origin or normal is facing.
How can I use this method in pushing vertices around in side or front ortho to get better edge since using the normal axis can slant or curve a vertices instead of pushing vertices in global and do what you can. for me it means dents in my topology.
below is the info but not explaining it for using this method to get good edge low.

http://wiki.blender.org/index.php/User:Rking/Doc:2.6/Manual/3D_interaction/Transform_Control/Transform_Orientations

you could also learn to use the edges / faces Transform feature

happy bl

i know. I’m a little slow. lol hey better late then never. last night it came to me and i think I know why I am either having issues aligning vertices and or dents in my mesh.

I noticed using the global axis in say top view to move the vertices over left me stuck on where to place the vertices for a reference that has curves. . and when I tried the normal axis in front, side and rear view to pull up, down or side to side vertices , this helped my edge flow by not having extreme changes in curvature in spacing in my mesh. The vertices were either off and on the axis, or caused that pinch in a mesh when you don’t use the edge slide tool when you move a edge in a mesh. also, I noticed using the normal axis helps slant or curve your edge flow or vertices gradually .

I was either stuck on the global axis of X,Y and Z or … I would use the G key to move the vertices the best I could by eye and , I guess doing this , was placing the vertices in …
( I guess its called dead space ) so the dents were caused by vertices that were either higher, lower , pushed in and or out from each other. and not properly aligned or gradually curving the mesh.

I over looked this because I thought this transformation or widget info ( link below) was for custom rotation on rigging. i didn’t know this could help with edge flow. I never thought about it because in tutorials someone will extrude and cover or explain these axis and how it can help your edge flow.

http://wiki.blender.org/index.php/User:Rking/Doc:2.6/Manual/3D_interaction/Transform_Control/Transform_Orientations

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