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Author Topic: 1963 Chevy Nova SS  (Read 4636 times)

ADSohr

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1963 Chevy Nova SS
« on: November 03, 2010, 01:55:45 am »

I've been building this model as a favor for some people that moved away, so that he can see his beloved car while he's away.

I only have a picture of the wheel for now. The file I posted is the latest version so far. Unfortunately it will not load. I tried to fix some points on the front fender that got messed up, and now it won't open. Could someone could fix it for me and let me know how to fix it in case it happens again? Thanks.
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ENSONIQ5

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Re: 1963 Chevy Nova SS
« Reply #1 on: November 03, 2010, 12:12:52 pm »

First of all, nice looking wheel, I particularly like the detail in the tread.  I have corrected the file (attached), there were a few faults with the face coords in the 'Car' object.  Some of the coordinates were negative (I have switched to positive) and there were a couple of hugely out of range coords which I guessed a new figure for.  Check all the 'Car' object meshes for odd looking faces, it would be a good idea to remove the faces and re-fill.
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ADSohr

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Re: 1963 Chevy Nova SS
« Reply #2 on: November 03, 2010, 12:51:04 pm »

Thank you Ensoniq5. That saves me quite a bit of modelling. I need to learn to keep backups often. :P

Even with all the detail in the wheel I still tried to keep the edgeloops nice. There's lots of practice for complex edgelooping in this model.
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ADSohr

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Re: 1963 Chevy Nova SS
« Reply #3 on: November 03, 2010, 06:09:44 pm »

A render of the car.



I'm afraid that I cannot join the trunk area with the body in the "car" object. When I select the two parts and then build>join solids, Anim8or immediately closes and shows the "Anim8or has encountered a problem and must close" window. I am also having a hard time finding the problem faces, none of them have been deleted.

EDIT

Actually I cannot join the body of the car to any object.
« Last Edit: November 03, 2010, 06:21:29 pm by ADSohr »
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ENSONIQ5

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Re: 1963 Chevy Nova SS
« Reply #4 on: November 04, 2010, 08:51:46 am »

Hmm, that was an odd one.  I removed all the faces from the body and trunk meshes, but when I re-filled the holes after selecting all edges a few faces just wouldn't map properly.   I had to individually fill each hole, though I don't understand why this worked!  I am afraid I don't understand enough about how Anim8or generates faces to understand the problem.

There were also a few points in the Trunk mesh that were duplicated, which resulted in malformed edges, I have corrected these and restored the mesh.  This can happen if merging points in two meshes without removing edges that would duplicate as a result of the join.  Such duplicates would require 2-sided polygons, which cannot exist, so the mesh is broken at this point (ie the points do not merge).  This can be difficult to spot, since the points are in the same place in all axes and the mesh looks contiguous.   In any case, the attached file seems to be ok now, at least joining the car body and trunk solids works without crashing Anim8or.
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ADSohr

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Re: 1963 Chevy Nova SS
« Reply #5 on: November 04, 2010, 12:18:35 pm »

Wow, I never would have caught that. I sometimes do merge points when the faces look strange, but there was no indication of a problem other than Anim8or crashing.

Thanks for looking at it again.
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ADSohr

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Re: 1963 Chevy Nova SS
« Reply #6 on: November 05, 2010, 04:37:13 pm »

Sorry for the double post.


The fixed file is working correctly, thank you Ensoniq5!

I've got some progress, the whole front of the car has been modeled except for interior and undercarriage. The back is coming along; I will be done with that soon. After that I plan on doing an interior, a simple engine, and make the underside.
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ADSohr

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Re: 1963 Chevy Nova SS
« Reply #7 on: November 08, 2010, 06:16:39 pm »

A few small changes.

The whole car(with high res wheels) so far has:
68,430 points
133,333 edges
67,305 faces

Without the wheels it's only:
3590 points
7069 edges
3433 faces

One tire alone has:
16,210 points
31,566 edges
15,968 faces

Since the tires are so massive I made a new tire that has only:
4746 points
9236 edges
4774 faces

I lost all the nice detail, but sometimes it's necessary.  :'(
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ADSohr

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Re: 1963 Chevy Nova SS
« Reply #8 on: November 16, 2010, 01:58:23 pm »

Wow, quadrupal posting!  :o

Another small update and a question.

Here's a new render. I've modified the roof alot, lowering and widening it to make it a more proportional. I also have the correct body color of the real car this represents. Some body work and such for shading and authenticity. I have also made an interior that still needs some work.

Lastly, if someone who knows how to make good realism renders could point out about what settings I should use to make the car look it's best, that would be great. It would be nice to get some kind of reflections in there without having to make a complete environment in Anim8or. I'm thinking either a cubemap or a sky globe would work.

I'm planning on compositing this car into a picture, does anyone have tips on getting the perspective right or getting the right shadows under the car? Anything along those lines.
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MeepII

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Re: 1963 Chevy Nova SS
« Reply #9 on: November 16, 2010, 03:38:01 pm »

If you want reflections of sky, for one of my city scenes (that I made in 5 minutes) I used a background panorama.
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ADSohr

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Re: 1963 Chevy Nova SS
« Reply #10 on: March 09, 2011, 04:27:08 pm »

I wasn't quite able to get a background, but I did make a render.  I'm terrible at lighting.


Modeled entirely in Anim8or, rendered in Mental Ray (That's right, I got Maya now!)  I've only had it a few weeks.

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flipper

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Re: 1963 Chevy Nova SS
« Reply #11 on: March 09, 2011, 07:28:53 pm »

that is Great. and only 3 months

2 things... the parking lights look a little turned in an dthe license plate looks slightly out of perspective
Grill work is awesome
Now I am being nit picky...anyway of creasing or inserting a gap for the hood and body?
I feel horrible for even bringing any of these up as this is far and above anything I coud ever do and it looks awesome. (I'm still trying to get a cube down)
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