ESM's Models

Lotus Carlton

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EnzoSkylineMiura
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Postby EnzoSkylineMiura » Sat Oct 19, 2013 11:50 pm

More progress...

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How do you like? :)
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Postby Franch88 » Sat Oct 19, 2013 11:56 pm

Looks nicely made as low polygons model. :wink: How many polygons? Show also a wireframe of it.
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Postby EnzoSkylineMiura » Sun Oct 20, 2013 12:35 am

It has 876 faces and 475 vertices. :wink:
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Postby sajmon14 » Sun Oct 20, 2013 1:00 am

Looks nice

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Postby e-cobra » Sun Oct 20, 2013 5:51 am

Looks awesome, now you only need to fix the normals. :)
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Postby Seahawk » Sun Oct 20, 2013 5:54 am

I like the mud-guards of this car. Good work.
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Postby EnzoSkylineMiura » Sun Oct 20, 2013 5:58 am

Looks awesome, now you only need to fix the normals. :)
Thanks, everybody. :)

@e-cobra, how to do that?
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Postby e-cobra » Sun Oct 20, 2013 6:10 am

Two ways: First: To select all vertices of the body and simply Surface > Normals > Calculate. But I think you've done so already and doing this does not remove all the 'dark' areas and bad shading.

Second: Suppose the dark patch on the hood is not getting fixed by calculating normals as usual. So to make it look better, you select the faces that make up the hood and make the hood a separate object. Now go to vertices mode of this object (hood) and calculate normals. :wink:
Maybe consider looking in this topic for ideas. Although its for Zmodeler2, but concept is same.
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Postby EnzoSkylineMiura » Sun Oct 20, 2013 7:06 pm

Yes, I've done the first one. I'll get started on the second, now. Thanks. :)
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Postby EnzoSkylineMiura » Mon Oct 21, 2013 4:23 am

I fixed the normals!

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Is it supposed to look like that? I didn't do it on the fenders and side skirts because it actually made it look darker. IMO think its fine because it will look better with the textures. :)
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Postby zoot » Mon Oct 21, 2013 12:03 pm

Detach under the wheel arches(the insides of them), detach the bottom, detach the roof(whole roof, windows and all) from the body, and detach the front bumper part that's extending outwards from the hood.
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Postby Franch88 » Mon Oct 21, 2013 10:18 pm

Looks good, but can be well done more with the normals calculating on detached parts. Next time show the wireframe, to effectively see how you've modelled it. :wink:
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Postby EnzoSkylineMiura » Tue Oct 22, 2013 4:45 am

Next time show the wireframe, to effectively see how you've modelled it. :wink:
Lol sorry :lol: I keep forgetting about that. :doh:

Here it is...
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I didn't do any work, just showing the wireframe. :wink:
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Postby Franch88 » Tue Oct 22, 2013 11:06 pm

Looking at the wireframe, the polygons placement is ok for most of it. The side part polygons need to me moved to uniformly distribute them following the shape. Good work, anyway. :wink:
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Postby e-cobra » Thu Oct 24, 2013 10:24 am

Look nice! You should try to make the sloping polygons in the box straight so as they fit the body shape better and detach the polygons in red and calculate their normals and then unite them to the body object again.
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