3d Car modeling and animation services by NBY IT Solution (www.nbyit.com) here i will give you some tips for 3d car modeling. which will help you to become a good modeler. so lets start. Tips for 3d car modeling Modeling the car is a very nontrivial task, but it will not only result in the 3D model (which can be used in movies / TV, games, etc.), but it will also help improve your 3d modeling skills, and it does not matter if you create a model of the desired A sports car or a concept car of the future. The following tips will help you improve and speed this process. Start with a simple There is no need to immediately complicate the model by working out individual elements. The best way is to find a place that can be created from a primitive, and then go further on increasing. For example, a wheel arch is a good place to start creating a model, since it can be created from a simple cylinder. Improve shapes with faces The edge (modeling) edge technique allows you to turn ordinary primitives into complex shapes, which is very important for car modeling. Cars are created from a variety of bending shapes. After you break your model into several pieces, you will have original points / places to add details. Think outside the cube NURBS (or splines, depending on your 3d editor) can give a smoother surface, unlike polygons, if you can create a car element using NURBS / splines - do it. A vivid example of using splines, of course, is glass. Use NURBS and polygons together Regardless of how your machine should look like in the end - use the wide range of features that NURBS provides, and combining them with conventional polygonal modeling, you can significantly accelerate your workflow; And already at the final stages of modeling you can always convert the existing mesh to the type of geometry that you need. Use Bridge to connect parts The bridge tool saves time when joining elements, and at the same time creates large pieces of geometry between the divided elements. A good example is the situation where you need to create a basic form of the side panel of your car by simply connecting wheel arches with the bridge tool , and the saved time can be spent on working out the elements of the car. Create wrinkles only where it's really necessary When it comes to automotive styling, a fold ( crease the ) can stress or vice versa cross the realism of your car. It can also add too many polygons, where it is not required. It is better to create two supporting facets ( support edge s) around the existing one, in order to preserve the crease while smoothing, thereby increasing poligonazh beyond a reasonable limit. Move these 2 supporting faces closer / farther to / from the edge that creates the crease, for better marking / smoothing on. In most cases, these 2 faces are enough to indicate the crease, but if you still need to add edge loops, it will be easier for you to understand where these additional faces will make sense, and where simply to increase the polygon. Make holes only with the correct topology Adding holes to your hard surface without affecting the surrounding geometry is one of the main tasks in the automotive modeling process. An excellent way to create an on-line, will be the use of the chamfer (chamfer) on the nearest to the top opening. This manipulation will create new polygons that you can extrude to create your hole. Not all polygons are worth the time spent on them The main reason why everyone tries to get rid of polygons is the use of the model in the game engine. Unlike characters, cars do not have to be as flexible. Before you spend time correcting a polygon, do a couple of quick tests to see if it makes any sense at all to remove it; for example, smooth the object or make a quick test render. If there are no negative consequences, then do not waste time correcting it. Think ahead It is not always necessary to make different parts of the car with separate elements. If the car will be animated in the future, it is still worthwhile to spend time and do, for example, the door, a separate object, so that in the subsequent stages of creating the car, the team that occupies its animation did not return it for alteration. Anti-aliasing is our all Many 3d editors allow smoothing the object without the final application of anti-aliasing (turbosmoth modifier in max and button 3 in a T-shirt), so use this feature to check progress and watch what your car looks like when it is smoothed. Also, the anti-aliasing preview allows you to check whether polygons cause problems.