Check out my Blender eBook: shorturl.at/cgmV1 Check out my courses on Patreon: shorturl.at/muLS4 Join my Discord discord.gg/w9SqChTafx Connect with me on other platforms: instagram.com/ar.ij.an instagram.com/warcatsediting/ twitter.com/arijanrace rumble.com/user/arijanrace
3:49 you can also select auto merge uder "options" tab below the render view, that way you dont have to merge them manually, just make sure to disable automerge just so you dont make anything merge later accidentally.
I often get confused as in my game design diploma we learnt to optimise things which usually meant not great topology. How do you know if your topology is too dense or not?
So, you dont need a high poly base mesh and low poly top mesh with a shrinkwrap modifier? Why everyone is using this technique (shrinkwrap) when they want to do split lines or holes at the car panels??
The shrink-wrap method is used because it works for larger areas where you have a smooth continuous surface, or you have a design where the glass and the car body have a continuous curvature and you have a door cut-line cutting though both of them. In this example this method works because it's a relatively small area, and the mesh density is high enough to where you don't notice it as much. But if you had a highly reflective car paint and zoomed up close you could see the discontinuity in the reflections. So the shrink-wrap modifier is the more "mathematically true" method to actually achieve continuous surface reflections where this method is ok for maybe smaller areas or more conventional car designs where the door panels don't share a continuous surface and have a continuity break. Hope that make's sense.
It completely depend of how much you are used to do car, car are really special to do at first, because the round subdivision of the carrosery, and then what level of details you want to achieve. at first i was need do and redo so much parts that it was take me weeks, now that i know, a little better, i can do one in some days interior included. There's also a lot of advanced technic involved, as use a shrinkwarp on carrosery for allow do the cut in the exteriors without deform it. There's a lot of parts you can reuse, from other models, think to wheels, tyre, brake rims, seat. gears etc.. One car can be so different from another, lets take an 80s Honda NSX, it is mostly square, so it is way more easy, and panels and cut are straight. an 2023 Honda NSX GTX Evo is crazy hard to do in comparaison. For peoples who start, i will say, maybe try first with older models of cars, who was mostly square before try do moderns GT cars.
you can afford internet, i assume shoes, a computer and proabably coffe, food, pizza, transportation etc. if you are going to take for free do it quietly and stfu
Check out my Blender eBook:
shorturl.at/cgmV1
Check out my courses on Patreon:
shorturl.at/muLS4
Join my Discord
discord.gg/w9SqChTafx
Connect with me on other platforms:
instagram.com/ar.ij.an
instagram.com/warcatsediting/
twitter.com/arijanrace
rumble.com/user/arijanrace
I want to see Optimus Prime in the next turorial 🤖
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@@HolyHandGrenadeOfAntioch12 LOL :D
you are the only one i am learning so much from THANK YOU !!!!
True
this channel is so underrated I swear, thank you for your videos
underrated channel
3:49 you can also select auto merge uder "options" tab below the render view, that way you dont have to merge them manually, just make sure to disable automerge just so you dont make anything merge later accidentally.
I was looking for tuts about exactly this. Thanx bratan!
Crazy good explanation, thx.
Very nicely explained. Thank you.
i put your vids on repeat until your workflow is imprinted into my braincells
Smart
@@ArijanRace thank you again for your vids. even though i'm just starting out with blender, your work is very inspiring, and motivates me to dive in
im finishing a 911GT2 right now, need say your advice are really usfeul
Always a heap of helpful tips in your vids Aryan keep up the good work 👍🏼 Liked and subbed
nice !!! thanks again.
Can you make a video about making the fenders? I usually mess up the edgeflow
Doing panel cut and applying a subd will break your reflections between panels.
You should do all your panel cut after the subd is apply!
Nice explanation
Never thought that J can be used to fix bad topology, I only used it when I have a vertices to connect.
How can I color the door for example differently than the main body ? I cannot find a single tutorial on that topic on yt
yes please i am stil learning
Will turning on merge vertices in the corner and just moving them in the same place by pressing gg work after pressing j?
7:15 cannot you just hide it inside edit mode? anyway, i cant get enough of your stuff!
I actually gave up on car making. This being one of the reasons and 2nd having tooany vertices when joining the hood with roof
I often get confused as in my game design diploma we learnt to optimise things which usually meant not great topology. How do you know if your topology is too dense or not?
Its easier to hide and then unhide geo you dont wabt to cut.
I like to use clipping planes using Alt+B
what about that triangle you have?
oh no a triangle
Maybe interior of this model for next video
please make video on substance painter i know you have the solution
I made one, check my karambit texturing tutorial 🧐
So, you dont need a high poly base mesh and low poly top mesh with a shrinkwrap modifier? Why everyone is using this technique (shrinkwrap) when they want to do split lines or holes at the car panels??
The shrink-wrap method is used because it works for larger areas where you have a smooth continuous surface, or you have a design where the glass and the car body have a continuous curvature and you have a door cut-line cutting though both of them. In this example this method works because it's a relatively small area, and the mesh density is high enough to where you don't notice it as much. But if you had a highly reflective car paint and zoomed up close you could see the discontinuity in the reflections. So the shrink-wrap modifier is the more "mathematically true" method to actually achieve continuous surface reflections where this method is ok for maybe smaller areas or more conventional car designs where the door panels don't share a continuous surface and have a continuity break. Hope that make's sense.
How long does it take to make a car like this one?
It completely depend of how much you are used to do car, car are really special to do at first, because the round subdivision of the carrosery, and then what level of details you want to achieve. at first i was need do and redo so much parts that it was take me weeks, now that i know, a little better, i can do one in some days interior included. There's also a lot of advanced technic involved, as use a shrinkwarp on carrosery for allow do the cut in the exteriors without deform it. There's a lot of parts you can reuse, from other models, think to wheels, tyre, brake rims, seat. gears etc.. One car can be so different from another, lets take an 80s Honda NSX, it is mostly square, so it is way more easy, and panels and cut are straight. an 2023 Honda NSX GTX Evo is crazy hard to do in comparaison. For peoples who start, i will say, maybe try first with older models of cars, who was mostly square before try do moderns GT cars.
Крутой мужик!
come on enery boy
Fiin good
I need ur e book for free.i can't afford it
you can afford internet, i assume shoes, a computer and proabably coffe, food, pizza, transportation etc. if you are going to take for free do it quietly and stfu
man please.
uv unrwarp video
Im first❤❤❤❤
kk
🇩🇿 ❤️
Dude your panel gaps look atrocious and your topology isn't that far behind...