US Cars of the Past

Once you have the profile extrusion, is there a way to then extrude that through an end view outline? A front and side view should give you the rough shape of the car, no? (I doubt top down would be necessary)
 
Once you have the profile extrusion, is there a way to then extrude that through an end view outline? A front and side view should give you the rough shape of the car, no? (I doubt top down would be necessary)

That's some of the problem, I need a side picture as well as a front picture. Finding straight on pictures is a bit of a challenge itself.
 
Once you have the profile extrusion, is there a way to then extrude that through an end view outline? A front and side view should give you the rough shape of the car, no? (I doubt top down would be necessary)

Yes, in a way you can do this. You make 2 objects, one by extruding the side profile and another by extruding the front (or rear) profile. You can then put them together and make what gmax calls a boolean intersection - which chops off everything except the volume common to both the original extrusions. Sounds good in theory, but in practice it leaves you with sharp corners where it should be nicely rounded (eg. at the nose of the car) and it creates so many odd polygons and other surface anomalies that it is almost impossible to 'massage' the mesh to its final shape by moving vertices about.

Intersecting with a third object (made by extruding a top-down profile) should impart a lot of the missing curvature, but each time you do a boolean intersection, even more crazy polygons and vertices are created.
 
.. Finding straight on pictures is a bit of a challenge itself.

Tell me about it. This is something the gimme pigs have no appreciation of. And even with a good set of angles in the photos, they are often still unsuitable as textures because of bad lighting effects (glare, reflections, uneven light intensity etc). It's very frustrating.
 
Yes, in a way you can do this. You make 2 objects, one by extruding the side profile and another by extruding the front (or rear) profile. You can then put them together and make what gmax calls a boolean intersection - which chops off everything except the volume common to both the original extrusions.

I must missed something in the last couple post.:eek:
This can be done in Blender too. It's called boolean modifier.
 
:wave: Hi




my ideas of a 66 stingray and Mercury model from photo's from the net


Poul
 
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I must missed something in the last couple post.:eek:
This can be done in Blender too. It's called boolean modifier.
Hmm, be aware that boolean operations never worked very well in blender. Extruding and the edge-split modifier together with the 'Mark Sharp' edge setting (ctrl-e) would work better ihmo.

Greetings from sunny Amsterdam,

Jan
 
I don't know about blender, since I don't like the program. I use Gmax for all my modeling. So I don't know if it works the same, but in Gmax I would select the whole object and then select verence, which would light up all the blue dots at the junctions of the lines. Then I can select which ever dots I want to and move them individually or in groups to shape the outer sides of the car. Of course you would have to make sure the sides were not with out verances. Hard to explain with out images.
 
Verance/verence?

In all my hours in gmax, I never came across that term. What is a verence?
Sorry I couldn't remember at the moment the name, I meant "Vertex", next time I will just not bother to try and help. I am sure if you have been using Gmax for some time, you would have known what I meant from my description, even if I did miss spell, "variance". Clicking on the blue Vertex dots turns them to red, and you may move, and vary their location to change the shape of the mesh.
 
Sorry Signalman, I meant no offense. Gmax is so arcane that I would not be surprised if there was a property or operation called varence that I just hadn't seen before (I rarely read it's help pages). Hence, my question was a genuine one. And I'm a bit like you in the sense of having learned some gmax I am reluctant to start all over again in Blender.
 
Sorry Signalman, I meant no offense. Gmax is so arcane that I would not be surprised if there was a property or operation called varence that I just hadn't seen before (I rarely read it's help pages). Hence, my question was a genuine one. And I'm a bit like you in the sense of having learned some gmax I am reluctant to start all over again in Blender.
Sorry! I have been jumped on in the past because of spelling mistakes, and made fun of, so I am touchy in this respect.

To me Gmax is so much easer to use, and I wish it was still supported. They sure made it hard on content creaters when they stopped supporting it. This is so wrong, you put your money into software expecting it to have the content needed. If we can't make it ourself's then Auran should be required to supply it. The program is no good with out the building blocks for the layouts.
 
I'd like to see, the Oldsmobile 442, thre Mercury Cougar, the Dodge Daytona and the Chevy El Camino
 
Sorry LARGE pictures

:wave: Hi LWVRR

Sorry for the long wait but other things come first.

Here are some basic screenshots of a basic start to a Aussie XD ford Falcon.

First i start with a plain so i can add the pic of the car i want to do
gmax1.jpg


Then i add a box which is going to be the body, then i add 2 more box's so i can cut the bonnet and boot shape, then i convert the mesh to a Editable mesh
gmax2.jpg


here you can see the car on the plain once i have cut the body.
gmax3.jpg


Then i find and move some of the side Vertex's to make the sides curve
gmax5.jpg


Once that is done i add 2 Cylinder's for the wheel arch's
gmax6.jpg


In wire frame mode it llooks something like this
gmax7.jpg


Once that is done i reconvert the mesh agian to Editable mesh, then i start to select faces to detatch for the Doors, bonnet, boot, windows and so on.
gmax9.jpg


At the moement this project is on hold as i am finshing 2 other cars for a friend.

Hope this helps a little. :D

Poul
 
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