Crystal Space 3D
 Revision as of 11:28, 4 March 2007 (edit) (→Car Modelling In Blender)← Previous diff Current revision (19:37, 4 March 2007) (edit) (undo) (→Finally) (4 intermediate revisions not shown.) Line 24: Line 24: ==Step 4== ==Step 4== - Adjusting vertex by vertex + Fitting front - [[Image:CarTutorial7.jpg]] + [[Image:CarTutorial10.jpg]] ==Step 5== ==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) Aligning shapes, they should be proportional and "flow naturally" (see at black unselected lines) [[Image:CarTutorial8.jpg]] [[Image:CarTutorial8.jpg]] - ==Step 6== + ==Step 7== Splitting sufraces (YKEY) to show smooth groups Splitting sufraces (YKEY) to show smooth groups [[Image:CarTutorial9.jpg]] [[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...