3D Car Modeling Tutorial pt.7 | Autodesk Maya | Modeling a Lamborghini Huracan

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okay hi guys and welcome back to our car modeling tutorial what we're going to be doing in this episode here is working on our intake section up here and down below here so let's see so far we have our Mechelen that laid out nicely on either side and the only thing that we really need to do to our frontal mesh section for this is to add the new cut in here to facilitate our section there eventually we'll add another one in here for this curve as well and then we're going to need to add a little bit of topology to this section here just to take away some of these angles as well so first things first we will edit our first section here and we're going to use our mesh tool and insert edgeloop and what we're going to do is we will bring this in as close to this line as possible to see here that we have our line section just there now that's going to follow the whole length of the car now if we just check that and just make sure that's what you're not here to out and that's going to help us actually get a nice fine line down this section as well when we actually do comes with this edge so that's looking pretty good so what we'll do is we will now extrude this section up and along so going to select our edges we're going to get that on a new edge here we are going to and actually what we'll do is we'll just take our first edge here and we'll extrude this section now we can see already that we have our topology in place up here so we're just going to drag these vertices straight up to this section and we will be adding a bit more information in here so we can reflect that curve a little bit better there as well so going to edit mesh and merge this section we're going to do the same with this one here again we're going to edit mesh and we will merge so looking at a 3d view here we can see that that section there is pretty much on point of how we want it to be until we can have more information right there now with this edge here what we're going to do is we'll take this up as well but we don't want to take it as part this section because we can see that actually fold out underneath so then take the section alone hit and control e on our world option and we're just going to drag this all the way up here and then we'll make sure that was to entry in the top view this wall yep and then a vertices view here vertex view we will bring this point down Jeff that's looking pretty good now along about section so we can start to see where that intake is going to be taking place so we're going to do in this section now is we are going to want to work on a slower intake and we could actually before we do that extra this edge up here and we will merge it to this section here you can edit measure merge that and then we'll take this vertices here will measure down there now let's triangle for now but we will add something to that later on in order to make it a nice round polygon mesh again so got that little bit of intake section good there so now we'll work on this lower section as well so it's probably going to be beneficial for us to get out apology in place first and it looks like this section here is going to gain a little bit of a lip there see that this is actually going to extrude up the hook as well so what we'll do then is we'll add an edge loop here let's try to do that roughly in line there again I'm just going to check that us I'm going to look okay it's going to bend give us a bit more definition to that I end it as well so what we want to do with this section that we've created is we're actually going to take this up and around this section and then we're going to probably merge it to an area up here so we'll do similar to what we did on the top section we'll take this edge now I believe we're a little bit short just here so I'm going to leave the door vertices where it is we're going to take everything off we're just going to bring it up here well bring it far up as where this Ridge section actually starts and what we'll do first is we'll bring these sections here by extruding these edges will bring this all the way along here and we know that this section here looks like it more or less in the correct spot so we'll snap to these wedges here and snap to this vertices here okay it's also good and what we'll do now is we need this section here to be extruded up to this point so we're going to need to do is add and insert sleep just inside here so this section is now going to come all the way up here and see make that so take this section here this edge here we're going to extrude this out and up and we're going to want to take the vertex here and snap it to this section and converge that and then this vector sees here is going to become this corner section see this cross section actually wants us like here this section needs to be pulled up here sure it's looking good and what we'll do is we'll take this edge here and we're going to extrude this up for the rest this section here cool so this section here is eventually going to merge to some vertices and we're going to place here and we'll do that just now so we're going to put these in place roughly to match the mesh tools so edge labruffey to match where we want those to be such everyone here and we'll take one so more far that's looking okay what we'll do is we'll drag these down to follow the curvature of this section here so what we'll do is use our insert edgeloop we'll just throw one up there for now which is going to allow us to bring one if we just draw these sections in here's to make sure that they're going to go on the direction that we want them to Callaspo better pull these out here where they should be then you can also drop them down here to when he should be zone that's going to allow us to snap these with fees to these sections there that's there and we can also bring these ones in position here and here which will now allow us to bring this section is make sure so what we'll actually do a little bit here is will bring these sections in we're going to leave these sections out so it's kind of more of a smooth curve outwards here and then we'll bring these vertices in so that's section sure it's looking good so what we need to do now is it looks like when you insert one more edge loop around here which again what we're actually going to do is I'm going to pull this section out make sure that this is in motion as well make sure that this is just in somewhat straight okay and then that is going to allow us here to bring this vertices here DeLeon they actually know what we wanted to do is put this with these here then connects to this section out now we want this one to stay attached here edit mesh and strip that there this one we want to come here and then this one here things we actually probably want [Music] okay so far edge here to go in and underneath we are going to extrude this section again this time what we want to do is get somewhat of a straighter line here nice type here too - now take this edge here inside the actual game take yourself okay looking pretty good there so close this episode of what we'll do is the little select our two sections here control the control G negative 1 on that x-axis as you see that stuns take a little bit of shape here so what I'm going to do is in between episodes and I'm just going to tidy up this section and then it'll leave us with working on a rear diffuser and the rear headlight section in our next episode cool
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Channel: 8fifty2torials
Views: 30,725
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: pTvRBsiQJxM
Channel Id: undefined
Length: 16min 36sec (996 seconds)
Published: Fri Feb 10 2017
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