My Audi A3 2004 with Blender

Hi @ all!
I’m new to this forum but not in Blender.
I’ve made a few things couple of years ago, but they were deleted when my PC crashed :frowning:

…but back to the primary stuff :wink:

In the past I’ve modeled a Dodge Viper and now this Audi in very…but I’ve got some serious questions about my modelling, 'cus I don’t use Nurbs but only vertices. Is this also possible for making good looking models? Or is it necessary to use Nurbs curves?
Here are some pics from this project => http://img172.imageshack.us/img172/9790/audi1ap.jpg

how can I improve?

PS: the textures are just as example and the glass is not fitting I know :)[/img]

subsurf is fine, as long as you’re super careful with your edgeloops. i’d suggest looking at some face, or organic subsurf modelling tutorials, as they area pretty good to learn how to control edgeloops successfully.

Right below where the right head light should be, problem with the mesh, and right below the audi symbol, the blue strip doesnt fully go across. Looks good though. Oh, and that is one kickass tire texture :stuck_out_tongue:

sure it is!! :smiley: Noise at its best…

It’s because of the subsurf…I’m not familiar to this technique. the “blue strip” is actually part of the body %| the “grill” isn’t one piece either, i surely fix this…but not today, 'cus it’s 2 o’clock in the morning (i’m from germany) - time for bed :wink:

I have some trouble with the textures too, but this can wait.
tomorrow i will work on and present my success :smiley:

the only real problem i see is the shape of the middle section, At least from my observation the newer audi’s and volkswagens, usually have one flowing curve from the base of the windshield to the trunk(edit)in this case the back hatch.(/edit), It might be a little messed up because you dont have the trunk in there, but its very cool. A little work on it is needed, but hey, you’ve already done better than i can do :slight_smile:

Yes, it is possible (and very easy) to get a good looking car using subsurf, once you understand how subsurf works and how to get smooth surfaces and how to get hard edges.

The tricks are:

1: use as few vertices as possible.
2. for smooth surfaces the vertices should be far apart
3. for hard edges the vertices should be near each other

see the image below for a visual explanation:
http://cipix.iv.ro/subsurf.png

Look at this thread for an example (including wire) of a car made with
subsurf
https://blenderartists.org/forum/viewtopic.php?t=31237

Thanks for the link!
Today isn’t my day…I didn’t get any further except for the design edge Centauri mentioned. :expressionless:
Subsurf is more difficult than I expected, I’m looking for some tuts in the next days.
The front is now like the “normal” A3, not the Single Frame. I’m not sure which one I will keep.
Nothing really fits =>
http://img400.imageshack.us/img400/8641/newaudi9pq.jpg

Hereare some pictures from the car.

looking a lot better, It just needs a little bit of work getting everything to fit. Subsurf can be hard, in my experience you just have to tinker with it a little bit, oh and try creases to make edges a little harder. Other than that its coming along quite nicely, btw is this quattro?

definatley getting better, using the optimal view is a great way to see how smooth your curves are, and to get the nices topo.

i took the liberty of doing a quick painty for you, hopefully this will give you some ideas…

Attachments


thx traitor! that really helps, now all i need is time… :wink:

@centauri: the quattro comes along with the single frame grill and some little design extras like leather seats and stuff.
For now I’m working on the standard model

http://img400.imageshack.us/img400/4584/a3probs0na.th.jpg

The front bumper of a car is usually a complex piece and needs a denser mesh. My sugestion is to make sure first that the bumper general shape is right and forget the small details for now.

Once the general shape of the bumper is right, subdivide the mesh (apply subsurf 1 and then alt+c) and build then the details. It should be easier because you have more control vertices.

As you can see in the link I’ve sent this is also the method I’ve used for my Citroen C3 (the front bumper mesh is denser then other car parts)

thats the progress => http://img320.imageshack.us/img320/2488/newaudi7xv.th.jpg

I’ve redone a lot of the front, deleted some verts and, of course, the triangles. The shape looks much smoother now.

big improvement!

topology looks pretty good now. you’re rapidly getting the hang of this. took me forever to learn how to do cars (still learning!)

You definately are getting much closer.

Hmm. havent really kept up on the new gen audi’s like i should(though enough to know that the A2 makes me giggle). I own a gen4 200 quattro, it is an exquisite car, hehe, I love how they feel when you drive em.

Anyway sorry for going off topic for a second. Overall Its looking a lot better. It seems like everything is fitting quite nicely. Oh and also, I dont know if its good practice in blender, but i usually will make different meshes for different parts, eg, the bumper being separate from the front body stuff, etc, making the small details easier to manipulate. This is at least my method to doing things, which i’m sure doesnt save me any headache later, especially in texturing. But it sure makes modelling easy as pie.

Nothing special this time, I just wanted to post another progress (although it’s little)

I’m wasting to much time changing the material settings, I guess %|

http://img369.imageshack.us/img369/8334/audioct44ms.th.jpg

and another render =>
http://img234.imageshack.us/img234/213/render7okt8xo.th.jpg

back again…

render no.1: normal blender render
http://img355.imageshack.us/img355/1787/audia39bz.th.jpg
render no.2: yafray render
http://img65.imageshack.us/img65/1959/audi0fg.th.jpg
render no.3: problems with yafray
http://img441.imageshack.us/img441/2976/audiprobs1zt.th.jpg

yafray is new to me, but the images look more realistic i think.
but with these problems it’s not worth the 40 minutes to render -.-
how can i get rid of these probs and shorten the render time?

I’m sorry, I’ve just recently started rendering with YafRay, so I can’t help you with the problems. The model itself is looking pretty good so far. I think it will help tremendously when you fix the edges so that you can’t see through them. In terms of visual effect, I would either make a more detailed environment, or make it sitting in a white world on a white plane to simplify the image a little.

looks a lot better, dont know your settings on yafray, but if you’re going for a test render, pretty much the best way to cut down on rendertime is to shut off raytracing, sure a lot of your stuff doesnt look all nice and pretty,but if its just a test, why take the time right?

Shut off raytracing with yafray render engine? :smiley: Then rendertime would be VERY short… cause yafray ist a Ray-renderer only :stuck_out_tongue:

abaout problems: Don´t know what causes this. How is your cromematerial set? Raymirr hopefully? Yafray can´t do envmaps or rampshaders… if you used on of this, this might cause the problem.

About those artefacts: The only thing wrong i see are the black dots… perhaps they are in your enviroment and simply get reflected?

minor changes
http://img441.imageshack.us/img441/3791/0504yafray0hc.th.jpg

  • sidemirrors
  • new rims
  • trying to uv map the tires (-.-)
  • still probs with the glass textures

not much time to work on…but i ‘will’ finish it! :wink:

so long…