When you guys model car or faces, you just use a picture of what you want and expands the mesh around it. How do you all to that. So far i can only work with simple meshes and modify then, but you guys actually make it around it, please help
I haven’t done a lot of this but you have to think what it would look like if that picture was 3D. You have to think what kinds of curves it actually takes. You just use the picture to get the curves right in 2D then make everything else 3D from what you think it would look like. Sometimes you can get a side view and that helps a ton too. Hope this helps!
yeah but how can I make the car shape? by extruding all the way around?
I wanna know the car thing also I can NEVER do it. at least the texturing
Well, in the beginning we don’t model cars and faces, we model cars or faces. One is organic modeling, the other is mechanical modeling, and the techniques are somewhat different.
Get more than one viewport open. The default one large 3d window and one buttons window is not a good set up for modeling. People only do tutorials with that set up because it’s a common starting point. I make organic models, and usually have a front view, a side view and a (small) camera view open while I’m modeling. With cars, you’d probably want a top view open as well.
Use the mirror modifier. Most organic things and many mechanical things are symmetrical. Put in a cube, cut it in half with the loop cut tool, delete half the vertices, and mirror it. Turn on “Do Clipping” in the mirror modifier panel and move the cube a bit in the x direction (assuming your starting in the front view) to make sure the center verts merge. Then start modeling.
Use reference images or blueprints. Put them in as background images in the appropriate viewport, and match your mesh to the image. (This only takes you so far, after a while, you start to ignore matching the reference and make the mesh look good instead.)
Use subsurf, around level 2, along with set smooth or autosmooth. Controlling subsurfed meshes takes a bit of getting used to, especially when you need to turn sharp corners (put edges close together to make the corners sharper) but it will pay off in the long run in lower poly and more controllable meshes.
Worst way to start, imho, is to draw a line around a profile and then try to extrude it into a 3d object. That’s 2d paint program thinking and it just won’t help. Start with a cube or rectangular prism that’s larger than what you want to make, and make loop cuts and move the new verts in to match the background images. It’s like Michaelangelo sculpting an elephant: start with a huge block of marble, then chip away anything that doesn’t look like an elephant…
The goal is to get the verts in the right places, so the edges are in the right places, so that the faces are in the right places. As you add verts, whether with loop cuts, knife cuts, or extrusions, make sure they are positioned correctly from all viewpoints before you add more.
I have lately been modelling a train, and I suggest you to begin with a train too, because it has more simple forms, and you won’t get frustrated that easy.
This is my progress thus far:
Just begin with the front view reference image:
You can model it with only one Bezier Curve. Take just one halve, and adjust your curve to rotated U-shape as the extremes of the blueprint.
Convert your Bezier Curve to Mesh, add Mirror modifier to get the other halve.
Then you can go side-view, and just start extruding along Y-axis, to get the length for your model. Make brakes in extruding at doors and windows, so you can lately select the faces to separate them to independent objects.
You get very soon this kind of picture:
Hope that helps!