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- Planet Earth
- kdryan2
So with everyone complaining about how older cars should have rims, PD should make more cars, this car sucks, etc. I figured you all might like to know what goes into modeling a car. Keep in mind, I am not an expert in this and am no where on the level of the guys at PD, but I do have a basic knowledge and have done a bit of it, even having one of my models used in a documentary for PBS. I am NOT a pro by any means and if anyone wants to correct me, please feel free, as it's been a while since I did this.
The Programs
There are basically two programs out there that the pros use to model. One is 3ds Max, which is better at modeling mechanical, architectural, etc. and Maya which is better for modeling photoreal figures, faces, characters, and what not. You can do either with both and do them well, but that's how it works out. They are both owned by Autodesk. A lot of artists will use a program called Poser that creates and does basic animations for figures then port them into Max or Maya for detailing and animation. There are about a million other smaller graphics programs to work with, but these two are the three hundred pound gorillas. Textures are generally done in Photoshop.
Modeling the Vehicle
The Mesh of the vehicle is basically made up of thousands of point called vertices (singular is vertex). 3 of these vertices form a triangle and two or more triangles together form a polygon. It is these polygons that form the surface of what you are looking at. When you look at the wheel well of the '65 Shelby GT350 and see that instead of a nice smooth curve, there is an arch of about eight straight lines, you are looking at the edges of the polygons.
Here is a sample of a wire mesh from a plane I worked on. One thing that needs to be pointed out is that while a polygon is two or more triangles, Max will not show it as triangles unless you tell it to, which is why you see squares and odd shaped polys.
The art of modeling the mesh comes from bullying vertices around the screen until you get a nice neat model like this:
Notice the drawings around the plane. These reference drawings are how the car is made. No magic, no smoke and mirrors, just forming the mesh to fit that image. A company may photograph the car and take hundreds of pictures of it, but your reference drawings ARE the model. Sometimes it gets complicated and very frustrating getting the mesh to do what you want, but that's the trick. Cutting the holes and keeping the mesh nice and smooth while keeping the number of polys down are the hard parts. Remember, every time you see that car, the PS3 has to draw EVERY SINGLE POLY! The plane in the second drawing has somewhere around 76,000 if I remember...
My explanation here is a bit simplistic, but you get the idea. Later tonight, I'll post about doing textures and why PD can't give you a livery editor for older cars...
Edit: I went back and checked. That plane has 116,000 polys. Keep in mind that is is drawn for use on a PC where more processing power is available. The GT3 cars may be significantly lower. I don't know...
The Programs
There are basically two programs out there that the pros use to model. One is 3ds Max, which is better at modeling mechanical, architectural, etc. and Maya which is better for modeling photoreal figures, faces, characters, and what not. You can do either with both and do them well, but that's how it works out. They are both owned by Autodesk. A lot of artists will use a program called Poser that creates and does basic animations for figures then port them into Max or Maya for detailing and animation. There are about a million other smaller graphics programs to work with, but these two are the three hundred pound gorillas. Textures are generally done in Photoshop.
Modeling the Vehicle
The Mesh of the vehicle is basically made up of thousands of point called vertices (singular is vertex). 3 of these vertices form a triangle and two or more triangles together form a polygon. It is these polygons that form the surface of what you are looking at. When you look at the wheel well of the '65 Shelby GT350 and see that instead of a nice smooth curve, there is an arch of about eight straight lines, you are looking at the edges of the polygons.
Here is a sample of a wire mesh from a plane I worked on. One thing that needs to be pointed out is that while a polygon is two or more triangles, Max will not show it as triangles unless you tell it to, which is why you see squares and odd shaped polys.

The art of modeling the mesh comes from bullying vertices around the screen until you get a nice neat model like this:

Notice the drawings around the plane. These reference drawings are how the car is made. No magic, no smoke and mirrors, just forming the mesh to fit that image. A company may photograph the car and take hundreds of pictures of it, but your reference drawings ARE the model. Sometimes it gets complicated and very frustrating getting the mesh to do what you want, but that's the trick. Cutting the holes and keeping the mesh nice and smooth while keeping the number of polys down are the hard parts. Remember, every time you see that car, the PS3 has to draw EVERY SINGLE POLY! The plane in the second drawing has somewhere around 76,000 if I remember...
My explanation here is a bit simplistic, but you get the idea. Later tonight, I'll post about doing textures and why PD can't give you a livery editor for older cars...
Edit: I went back and checked. That plane has 116,000 polys. Keep in mind that is is drawn for use on a PC where more processing power is available. The GT3 cars may be significantly lower. I don't know...
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