3D Car Modeling Tutorial pt.13 | Autodesk Maya | Modeling a Lamborghini Huracan

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hello guys and welcome back to our car modeling tutorial here and in the last episode what we did was we divided up all of the different panels that we have from our model last week so we've got all of our base mesh laid out we've divided all of the different segments up you can see that we've got these panel gaps inside here which we will extrude in later what we're going to be doing in this episode and the subsequent episodes is adding all the details to each of the elements that can be separated in the last episode so our front bumper here we're going to duplicate flip and add in all the extras we need in terms of details and smoothing then we're going to do it for the bonnet the wing and so on up the car now in order to do this um nice and easily what we want to do is we want to duplicate these a little bit differently to how we did last time we want to flip them on the other side but we want to make it so that if we was to make a change to this vertices for example we'll see the exact same thing happening on the other side there so in order to do this we want to make sure that we don't freeze any transformations um as you can see the pivots of all these elements here are all in the center now the reason for that is because they've all been separated from the overall base mesh so our pivot is already exactly where we want it to be right now once we have the element put together properly that's when we will center all the pivots and get everything nicely in the middle here so on our front bumper here what we're going to do is we're going to duplicate this item but like i said a little bit differently this time we're going to select our option here we are going to go to edit and then we are going to go down to the duplicate special option and we're going to hit on this little box here to bring open our dialogue box so i've already got some sections set up here how it should be yours may look a little bit different so first of all we want our instance selected here we don't want to copy if we have a copy selected or just be like duplicated in the past this time we want it to be an instance and that means that it's going to be an exact um identical copy to this but with a relationship inside so if it wasn't moved to move any points inside here it will reflect on the duplicator side as well and then we also want to make sure that we have our negative one which is inside our x-axis here so if i was to click duplicate special there we can see that now we have this section appear on this side just the same as we did before but the difference now is if i affect any vertices on here we can see that's automatically selected on this side and we can pull any points here so it's exactly mirrored our geometry now a lot of people will do this from the start and i find it easy enough just to model away as we go and then we can duplicate all the items that we need and we're getting down to the nitty-gritty details so a few things we need to consider on this model here we need to get nice defined edges going around the front here i think we'll need to fill this section on the front bumper as well we have our side repeater indicator on the side here as well which we need to have a think about um if we're going super detailed we would also have the parking sensors that we wouldn't think about at this stage as well but i don't think we'll do that ourselves now what we want to do is want to tidy up the mesh as best we can first so i've already done a little bit of that between episodes so it's looking okay just now but what we want to do is add a little bit more mesh where required um and duplicate some of these straight lines here just to make sure that they're super um rigid when we do our smoothing so what i'm going to do is i i'm going to select these two sections here and i'm just going to go to isolate select i just want to view the selector so i just want to view these two sections that we have just here right now now what we can do is if i take off our wireframe here if we click on this element and press the number three on our keyboard what's going to happen is it's going to simulate this move for us so we can see here that um in pressing 3 it's smoothed out this geometry but it's also gone a little bit spongy which we don't want just now um if we press on two it smooths out geometry but it shows us the existing geometry which means that what we can do is pull on some of the existing geometry points and we can see how that deform happens inside the smoothing group as well with these black lines just behind and then to get rid of all of this to go back to our original polygons we have and we can hit one now basically what that does is that keeps the polygons relatively low but probably count relatively low in terms of what we can see um and but it does show us what exactly what it will look like when we actually come to smoothing the element out so in terms of tidying up this mesh it looks like we've got a little bit here so first things first we can see that when i hit three on this section we can see that there's a slight wobbly section here so first of all before we do anything else we'll just have a quick look just to see if there's anything quick that we can do in order to rectify that it looks to me like we call this point out slightly here along with this one here so we just want to make sure that there's very little wobbliness now a lot of the subdivisions that we will be adding inside here um is going to help control a lot of the populace as well so what we're going to want to do is we are firstly going to want to fill a hole at the front here so simply in order to do that we can select one of these edges and then its corresponding edge and we can go to edit mesh here and hit bridge and that will bridge the gap between the colors and then we can do the same here edit mesh and bridge so that means now we've got that section filled out start smooth a little bit nicer what we're wanting to do as we can see again if i hit three here kind of like this little weird um kind of effect in this corner and that's because this section here is extruding in yet nothing else is now what i want to do when we do this is we want to ensure that we have a little bit of depth between the panels if we have all of our sections back in and we have no depth in between when we're rendering it might look a little bit dodgy depending on the elements that we can see behind so what we want to do first is we are going to select all of these edges here which are going to be pointed inside but we don't want to select any of the interior edges here so we can deselect all of those [Music] okay so we want is the very edge faces here we also want to get rid of these ones here okay that looks good to me and what we want to do here is we're going to want to extrude in so we're going to want to hit ctrl e and we are going to want to extrude in on these parts now we don't want to do this on the world this time we want all of these edges to extrude in relative to the component so what we're going to do is leave it as it is and we're just going to drag on this blue arrow in slightly so we only want to go slightly so it's not too much of a mess for us to clean up so we can see that the arches here have gone in perfectly on the side there is exactly how we want them to get the bumpers here and where the lights are it's gone down which again is roughly where we want it to and this is going to allow us now to go inside grab our vertices here and then we can merge it to this bottom section here [Music] so we can edit mesh and merge those sections there and just to make that a little bit nicer of the curve we can drag out these sections here a little bit maybe we'll pull them down ever so slightly okay so now when we hit three again this time you can see that we've lost the weird waviness that's on the front facing face here we've still got it underneath but that's because we have one face that's extruded extra which we can go back there so on our reference images we can see that we have our straight section here our edge is fairly straight so if we go into the front here we can see that's quite a straight edge about an incredibly straight edge there maybe not so much on the underside maybe the other side isn't quite as straight but then it goes straight all the way around this edge here so as we can see when we smooth off this section here we completely lose our straight edge so what we want to do is we want to add a little bit more information inside here which is going to give us that straight edge so what we can do is with our mesh tools and our insert edge loop what we're going to want to do is insert an edge loop which is nice and close to this section here and we'll see instantly under smoothing that that's going to look a little bit sharper so we can see across there now that we've got slightly sharper edge there [Music] so what that essentially means for us is we're going to want to set another edge around there [Music] okay so it's a little sharper at the bottom there because that looks like it's a little bit closer so that's good so it looks to me like what we're going to want to do is run an edge all the way around the outside of this edge as well just to make sure that it's super sharp before we do that what we can do is use our mesh tools and insert edge loop and we can put one towards the bottom here so you can see now that we've got a slightly sharp edge at the top and then a sharpish canvas at the bottom there but we can easily add to that bottom so that's not too much of an issue just there so to this top one here essentially what we're going to want to do is have a line that runs all the way around this outside edge that kind of follows it all the way around here so it's going to be a little bit tricky because if we try to insert an edge loop here we can see that it's going to run all the way off this side which we don't want it to so what we want to do is we want to insert some edge loops but we want to do it kind of intelligently so this is going to require require us to add in some um some cuts inside here just to stop the line running off as far as it does so we're going to want here is we're going to want to run a cut that sits nice and close here [Music] so so now in our vertices view we'll see that we have an extra line inside here an extra vertices inside here so what we can do now is we can use our mesh tools and we can insert an edge loop and when we click on this edge this time we can see that it's not running past this section because it's got a vertices there which you can't actually compute so what we want to do here is we want to run an edge loop roughly a similar distance there that should be fine around this section here and then what we're going to want to do is we're going to want to run one around this edge as well so we can see that's ran all the way down to the bottom here which we don't want so again we're going to do the same and we're going to use our multi-cut tool here and we're going to drag the vertices to this lower point down there so again if we slip switch to our vertices view here we can see that we've got an extra dot down there so that's fine so now when we insert our edge loop we'll be able to go down here and we can see that the loop is actually stopped just there and we should be able to now to run the loop across here we can see that that's ran up and around which is fine which is perfect so what we can do now is we can draw between each of the edge loops that we and the vertices that we created and then we can match those up to our vertices here and then we can do the same up top here okay now this is no good so we don't want a little triangle here so what we can do with this section is select both of these vertices here and we are going to edit mesh and merge them so we merge them into one and then we can just make sure that we have an affected curvature or the angle looks good and then we can do the same with this point down here we can merge the two vertices like so [Music] and then again we can pull these points in and out just a little bit here [Music] just to make sure that that's saying that it should so now if we smooth this section off we can see that we have a nice sharp line running across the top which is sharp but it's not too sharp it's not going to look too bad on the rendering and you can see that that line follows all the way around here which is looking pretty good [Music] so we know that we want to run another line here because we know that this needs to be an angle so we can see on our view here that we've got fairly sharp looks like it'll just be one point inside there that we're wanting to use um we also i think what we're going to want to do is get a little bit more shape inside this section here so we can see in the side view here that we have a bit more [Music] geometry inside here that we could add so what we'll do is we'll bring this section down just a little bit and bring this section down just a little bit as well and then we're going to just double check that first actually just to make sure we haven't affected anything that we shouldn't have and what we'll do is we will use our mesh tools again and we'll insert another edge loop just up here [Music] this will allow us to [Music] okay so what we want to do here is we want to have an edge that is going to run down here so simple enough to add there um we could insert an edge loop just now but i think what we'll want to work on first is the actual arch section here so what we're going to want to do with this section is we're going to want to use our mesh tools i'm going to want to insert some loops here so firstly we will drop one there and drop one on the inside of the curve and then we'll put one um we seem to have someone there anyway that's good so we have a line going down this side a line going down this side of the arch here let's see how defined that is so we can see that it's quite defined this edge here so what we'll want to do is sim as this section here we'll want to have a line that's going to run down the outside and the only thing that's going to cause us an issue is this section view so what we're going to do is jump right in and we will cap this off and we'll cap this off by adding some geometry to this section [Music] here [Music] okay and then that will allow us here just to pull this out a little bit just for a bit more curve if we didn't do that previously fine so what will happen now is because this is a triangle the cut shouldn't go through it so if we go to our mesh tools insert edge loop you should be able now to add an edge loop to the outside of this arch here and it will stop just there for us and then what we can do is drag our multi tool down here behind here check that out [Music] so it's not too much of a harsh curve so that looks roughly how it should and we can see that we've got a little bit of definition running down there as well maybe what we'll do is we'll just run it again we'll take it down a little bit closer here and then we know that we want to take one across the edge as well but what's going to happen here is we can see that this line is going down the problem is we can see that it's going to make this line here quite harsh if we look inside our um reference view we can see that that's not actually got a harsh edge to that section so in order to rectify this what we want to do is want to remove that line just now and we want this to run all the way down to this point here so that means that roughly around this section here we can add in okay [Music] okay so we're gonna bring that down here nice and close and we will then take this section here from this edge up to this edge here that will allow us to draw this section back in here so we can see that we've got the slight edge just there we've got that section in but we don't have a harsh section here which is exactly how we want that to be and then we want to do something similar down this bottom section here so we're going to go again so we're going to go again and we're going to place a section right here [Music] and with our mesh tools we can insert an edge loop just gonna run all the way along here and then we can cut that into place here so essentially what you want to do when you're starting to smooth these elements is you want to have doubled up polygons in areas that we want straight edges but where we want it to be a little bit more soft what we want to do is we want to essentially tear off those edges here and go about halfway down because we don't want to have everything sharp we just want the areas that we want sharp to be sharp [Music] okay so we can see now we've got a little bit of a defined line which is kind of contracting up here which is good that's going to run along a nice straight edge just there which is fine okay so that bottom section there is looking pretty good and then finally what we'll do is we will to this bottom section is we'll insert another edge loop here this time it's going to go right at the very bottom [Music] okay so it's looking nice and sharp down there just now okay so this section here now we'll have a look at so we want to do something very similar to what we did with the other section so we're going to use our insert edge loop tool here now this section here is actually fairly smooth so what we may do is we'll just put one section just there that's fine and then we'll put one section under here just to help the integrity there and then what we'll need to do is we'll want to put one maybe two lines here because we know that this section is fairly standalone so we can see that that's under there's maintained a nice tight line and we can see that this is still kind of curved as it comes across into the middle there which looks pretty good now the only real issue is down here so this vertices here what we can do is go into our component view can just pull away the upper edge and that shouldn't make that a little bit better for us so we're not really going to see that when it's under the car there so front section there's now is looking pretty good so what we want to do now is think about around our headlight area and around the top of our bumper section here so i think we have an issue down here in terms of interior face which we don't want [Music] that's much better okay so what i want to do now is we want to kind of sharpen off this section here so we need to see roughly where that sharper section should be so we can see that there's actually a faint line coming down past the light here somewhere else there is actually again a faint line that runs all the way down the side of this headlight here now the issue that we have is going to be this section here because we don't want this corner to be um any harsher that's a nice soft kind of bend that we have there so we'll need to have a think about where we're going to run this line that goes down this section here so if we look on the rest of our model you can see that it's going to actually be part of the seam that we modeled in way back when that runs all the way down here so i think what the best option would be to run this line on the inside so best to run this line on the inside of the curve here what we want to do before we do that is we want to make 100 sure that this section here is looking good so i want to make 100 sure that this line is nice and smooth just pull these points around just a little bit here just to make sure it's perfect before we start adding a whole lot of geometry to it so we're going to add this down to the inside but we don't want this to curve off so we're going to do the same again like we did before we're going to break this section away here so we can see on our image that it's not the sharpest but it is defined enough and we can see that actually kind of softens up a little bit towards the edge anyway which is good what we'll actually do is we'll maybe bring this a little bit closer so maybe bring it to about here and then what can happen is we can take this line further and further away each time we use our mesh tools here to insert an edge loop and we're going to bring this nice and close to this section here so not available so it's far easier now to rectify any geometry issues before we actually start adding some too much areas in so we want to make sure that everything that we do in terms of cleaning up the meshes done first okay so we're going to use our insert edge loop here and we're going to bring this in nice and close to this section here which like i said will allow us to then bring it out slightly over here and then kind of continue bringing that away as we go around here and find it down into this section there so what we can do now is to help this curve stay a little bit of a curve i'm going to grab all of these points just bring them down a little bit now if we test that you can see that we still maintained a fairly decent angle there but we can see that we've got that soft line soft defined line coming down here as well which is good [Music] now we don't want this to be too harsh because we can see on the image that is nowhere near as harsh as this so you always want to find a good line between having your harsh sections really harsh but then not all defined lines are quite as harsh as you expect so you need to make sure you get good amount of depth where we need it so that's looking good we're going to need to now define this edge of the headlight so we're going to do same as what we did around the outside edge here and at the bottom of the wheel arch there so we're going to run a line that goes down and then cuts inside all the way around here you could actually attach that line there to actually run all the way along the edge of the bonnet as well just to make sure that that line is nice and rigid too so we will add a random point here which we'll remove in a few minutes so i'll insert an edge loop nice and close to this edge here we're also going to have one on the inside which is going to make this super nice and defined and then what we'll be able to do is run one down here and what we'll probably need to do is again insert random edges there and multi-cut which will allow us to bring this here okay so before anything else will remove these at these points here just before we forget and that will allow us here to grab these points edit mesh merge just make sure that these are in the correct place [Music] okay we can now bring these points down and around here and we'll probably want to be a bit closer there push this down here and we'll merge this point to this section [Music] i think we've selected some rear-facing vertices there okay so we can see that nice edge now going all the way around [Music] which is good now we're gonna want to straighten this off as well as the headlight section here too so now we can see we've got a nice defined line and then around that top edge there as well which is good okay so what we need to do is we need to define these edges these corners here we need to define this corner here this one here as well this corner is a bit curved let's see how that looks okay so it looks like it's probably got a little bit too much of a curve there [Music] yep so it's looking like we've definitely got more of an angle in that section so we need to add in a bit more geometry there as well so do the easy ones first so we want to have a point in this section here so we're going to go slap bang in the middle there and we're going to go slap bang in the middle here so that means we can use our mesh tools and we are going to insert an edge loop which is up close and personal to that corner there and we're going to do the same here hopefully we'll be able to get away with just one on each bit and we can drop one in the middle here maybe closer to the middle of the two now in terms of curvature that looks pretty good already so just leave that bring these points down to me [Music] so we can see now that we haven't affected any of the geometry around this section here but we do now have the nice defined edges there let's see if they need to be more defined no i think that looks pretty good so again make sure that it's relative to your actual image there's no need for everything to be absolute right angle turns with this section here it looks like it could be a little bit tricky now we want to define this line here [Music] and we want to define this edge here so i think in order to find take a little bit of curve out of this section here what we'll want to do is we'll want to add some vertices going around here so if we slap one in the middle there that will allow us to drop an insert and then fairly close to that corner now we know it's not completely straight so we'll go fairly close there [Music] drop the line through there just like that [Music] here [Music] this edge out just a little bit the world view here okay that's good we will do the same okay so again we haven't affected anything down here but this is a lot nicer of a curve for our headlight inside there which is good now tricky bit so i think what will happen here is we will i'm going to want to run a line down here so you can see on our reference again it's not completely straight but not a complete angle but it's close to one so i think what we want to do is we want to insert an edge loop and we want that to run down here so that we can help define that line there so we see now that we've got somewhat of a defined line down there and then a nice slight curve on that headlight there but we're also going to want to do is define the line that comes down here and up this section as well maybe [Music] let's maybe do that first sink [Music] a little bit there [Music] so [Music] okay so we're going to want to take this edge all the way down here and we're going to want to keep it coming down this section as well so maybe what we'll do is we will drop an edge loop down there so maybe if we go underneath and then we can go up the outside and then go around as well so we'll drop a point in the middle here we will drop a point in the middle here so that will allow us now to insert an edge loop which runs all the way down and along this section here to tighten that up and then we'll be able to insert this loop down in the middle here whilst we're here what we can actually do is we can help define that a little then we can add a loop here which before we do anything we'll ensure that it's maintaining curvature [Music] there we go so you can now see that we're starting to get a little bit of an outline along there as well now it doesn't look like much in this view but that will offer some nice reflections um when we actually do render and we can see that it's not hugely defined inside there but we will be adding a little bit more to that edge as well we will now need to consider the same again here [Music] and this one should fall quite nicely because it should run around the corner for us so it should actually come up and then around here so if we drag this down like so [Music] it should now allow us to run up this edge here [Music] and then we could insert an edge loop which runs down [Music] so we can see now that we've got quite good definition down that edge there we've also got good definition inside here as well so you can see that this actually curves into this so it's not actually completely straight going out the way there so i was actually flex that quite nicely so you can see that we've got this curve around here rather than this straight section which looks pretty good what we could maybe do is we could actually smooth this edge off a little bit quicker so we can delete those edges we'll delete the vertices that comes with them and what we could maybe do is we could come down here a little bit sooner [Music] we see that there's no real waviness around the edges here too much we do need to however add the extra section inside here so inside here we can see that we created that extra vertices here so what we'll do is we'll bring this one a little bit higher i'll bring this one up a little bit with it as well let's just make sure that's still looking good in the front out a little bit here and then you can just make sure [Music] okay let's just go in the component here just to make any final little wiggles just to get these a little bit further away from each other check everywhere else just to make sure it's not looking good as well so you can see now we've got far less waviness over this side here got that nice and defined inside here as well and then we can see that this side here has mirrored exactly what we've done save half the job there so that's looking pretty good now it looks like the only thing that we need to do now on this side is add in the side repeater the signal here so what we're going to do for that is we are going to drop a point here and here let's make the outline there we're going to come from this corner and we're going to come into that and then down here so that will allow us now to delete this edge here so we've essentially just made a cut inside there which should still be following the curvature of the section there as you can see when we smooth that out you can see that's made very little effect to the actual model itself and what we'll want to do with this section is we will want to get a few options here we could cut the point out or we could extrude the point in so what i think we'll do is just grab all the faces here this space in this face which will allow us then to extrude this item in so ctrl e for that do this on the world option and we'll take this in [Music] here well let's see what we'll actually do take that back maybe we'll keep these edge faces here [Music] again something like that just take that inside okay and then if we ctrl e again just bring the point back out here okay so i think what we want to do is just bring these a little bit closer [Music] that was the wrong point [Music] now we see on the smoothing we've kind of lost a little bit of the integrity of this section here so what we'll do is we will insert some edge loops here which we can drop in there and we'll do the same on the intersection as well [Music] my this is a little bit better there what we'll do is we will need to pop the points let's try those okay so that looks pretty good just there and then what we can do is we can extract those from facing faces in order to create them as the glass and then put some chrome sections behind for the repeater there okay guys so we can see now the real difference between our front section here and our other section so we can see that's a whole lot smoother it's got a whole lot of details inside there ready to go for our next part so thanks a lot for watching guys please like and subscribe and in the next episode we'll be working across some far less complicated parts like the bonnet should only take a few minutes and the wing and the door and such um the only real tricky parts is going to be i imagine the rear section here the diffuser give it a size square as well okay guys cool
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Channel: 8fifty2torials
Views: 23,687
Rating: undefined out of 5
Keywords: 3D, Modelling, Tutorial, Autodesk, Maya, 3DS, Max, Adobe, Photoshop, Photo, Shop, Learn, animation, beginner, intermediate, advanced, car, lamborghini, huracan, rigging, 8fifty2, 8fifty2torials
Id: hFYij2_Fq0M
Channel Id: undefined
Length: 54min 14sec (3254 seconds)
Published: Mon Feb 27 2017
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