Crystal Space 3D
 Revision as of 16:20, 3 March 2007 (edit)m (→Step 3)← Previous diff Current revision (19:37, 4 March 2007) (edit) (undo) (→Finally) (9 intermediate revisions not shown.) Line 8: Line 8: ==Step 2== ==Step 2== + Fitting side using background image + + [[Image:CarTutorial3.jpg]] [[Image:CarTutorial2.jpg]] [[Image:CarTutorial2.jpg]] + + [[Image:CarTutorial4.jpg]] ==Step 3== ==Step 3== - Fitting side using background image + Fitting top using background image - [[Image:CarTutorial3.jpg]] + [[Image:CarTutorial5.jpg]] + + [[Image:CarTutorial6.jpg]] ==Step 4== ==Step 4== + Fitting front - [[Image:CarTutorial4.jpg]] + [[Image:CarTutorial10.jpg]] + + ==Step 5== + Postprocessing without background image - adjusting vertex by vertex + + [[Image:CarTutorial7.jpg]] + + ==Step 6== + Aligning shapes, they should be proportional and "flow naturally" (see at black unselected lines) + + [[Image:CarTutorial8.jpg]] + + ==Step 7== + Splitting sufraces (YKEY) to show smooth groups + + [[Image:CarTutorial9.jpg]] + + ==Step 8== + Assiging materials 1.body 2.lights 3.reflective glass and chrome 4.small elements 5.gear, then UV-mapping + + [[Image:CarTutorial11.jpg]] + + ==Finally== + Low poly car is ready for game. 1383 triangles. Fame, beer, chicks, etc. etc... + + [[Image:CarTutorialFinal.jpg]]

# Car Modelling In Blender

by Dariusz Dawidowski

## Step 1

Simple and uinversal base mesh for cars

## Step 2

Fitting side using background image

## Step 3

Fitting top using background image

Fitting front

## Step 5

Postprocessing without background image - adjusting vertex by vertex

## Step 6

Aligning shapes, they should be proportional and "flow naturally" (see at black unselected lines)

## Step 7

Splitting sufraces (YKEY) to show smooth groups

## Step 8

Assiging materials 1.body 2.lights 3.reflective glass and chrome 4.small elements 5.gear, then UV-mapping

## Finally

Low poly car is ready for game. 1383 triangles. Fame, beer, chicks, etc. etc...