Apr 07, 2011 — 3 comments
11th Chapter of this series will cover on the detailing of the front door, and the door glass of the car. This lecture will show you how you slowly add details in your model while maintain the minimum cut flow in your poly model. Hope you will enjoy the series
In this 10th chapter of the series we will concentrate on the detailing of the front door of the Car. Here we will reconstruct some of the portion to match them with the adjacent body part of the car. Hope you are enjoying the series and after completion of this series you will be more confident on any kind of car modeling
Welcome to the 9th chapter of Car modeling in Maya. In this Chapter we make the details of the back door window and front door window area. As we can see the beetles is coming in a full form, stay sharp for the detailing parts.
As we already started to make the polygonal surface of the car from our previous chapter, we will continue making the surface details. In this chapter of car modeling in Autodesk Maya we will make the hood in detail. Also make some adjustment for the rest of the surface. Hope you wll enjoy this.
In this 7th chapter of the car modeling series, we will continue the detailing of the different parts of the car. We will reconstruct few areas like fenders, hoods, door post, trunk, and base of the door. Detailing of the car has started so stay tight
Welcome to the 6th Chapter of the Carmodeling series in Autodesk Maya. In this chapter we will continue to finalize the surfaces that we converted into polygon in the last chapter. Here We will share a technique which we found very useful to maintain the surface flow or cut flow during any kind of polygon modeling. Hope you will enjoy this.
In this 5th chapter we will see some unique steps for the model we are working on for the past four chapters. This chapter will cover further creation of the surfaces of the car in Autodesk Maya. Here we will ow to add isoperm in a surface, how to rebuild a surface even after the creation and also maintain the same number of spans and at the end we will also learn how to convert the NURBS surface into polygon surfaces. Hope you will enjoy this.
Hello, welcome to the 4th chapter of the car modeling in maya. In this chapter we will continue the creation of the support curve and then we will start to give those curve a surface. For creating these surface we will use “loft” and “birail” from the surface menu.Through these two option we will create the base shape of the car. Hope you will enjoy this.
In this 3rd chapter of car modeling in Autodesk Maya we will continue to create the curves of the model. In this chapter we will cover the back fender , roof post and the door post. We also create the in between curves for the hood.
In the second chapter of this series we will continue building the basic structure of the car model in Autodesk Maya with the help of NURBS curves. By the end of this chapter you will going to have an idea how we are proceeding towards the next level where we will move forward to polygon modeling.
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