At the moment I am modeling a Lamborghini gallardo and have run into a question. Should I try to model the air intake holes, or should I use materials? If modeling is a better choice, does anyone have any tips on how I might go about this? I am sorry is this is a stupid question but it has puzzled me. A picture of what I am looking to achieve is below.
Something like that (if you plan on modelling each individual hexagon) would bump your poly count up a fair amount. Might be a better idea to use a material.
It is a very common pattern and it is easy to model. If you model it yo have both options. If you render it in an ortho view it can be used as a normal map and a transparency map. The normal map should be blurred so the edges appear to have a mass. It can be a tricky thing to do and look good for a close up. It is a trade off. Often car models need to be rendered at print resolution and if you need close ups it may be better to just model.
Simply replicate a 6 sided circle. This you extrude out to make the basic shape. Then either use snapping or zoom in close to place them in rows. Remove doubles. After the first row,the second one needs to be offset. You can also use an array modifier to make the first row. Possibly the second also but I have not tried it. I just do it by hand.
When you get the amount you need for the shape, then you can use a curve modifier if needed to bend it. Then use the solidify selection or extrude it to give it thickness.
Why even use subsurf in this case, since all the construction seems to be with linear edges?
Also I notice in the example image some stretching of the hexagonal shapes at the outer edge (image right). If that’s a rendering, it may be texture stretching someone thought wouldn’t be noticed. I think it is, because the “depth offset” of the grille doesn’t look even and consistent across the whole surface. Something to be cautious of if you use a material yourself.
Thank you for all of the responses, I have decided to do what Culver and Zoyd explained. If this become too hard, I will just switch to using materials. You all have been a great help.
Not sure what you mean by linear edges. Since an edge is, well, linear. From point to point.
But subsurf it, if you want something smooth, which is what the image looks like to me.
On that note I forgot to mention is that you can add edges on either side of the six hex edges that go out from the center. An image would be better - sorry. But the end result is that you can hold the shape of the hex that way otherwise the geo I show will end up being more or less rings when subsurf’d
This will give you a smooth result if that is what you want.
I like the wire idea and would love more explanation on that.
Yeah, “edges” has too many meanings here :D, both as a component of a mesh and as a characteristic of the object’s overall appearance, which is the meaning I intended in this case. I don’t see any smoothness in the grid at all, just hard-edged (there’s that damn word again ) honeycomb with sharp corners at the intersections, which as you say would be messed up by subsurf without adding more loops.
I finished modeling it, I am pleased with the result. If you see any problems in it, please tell me. I still plan on making a rim to help integrate it with the rest of the model.