Tuesday, May 6, 2014

Detail Work - Crazy Times

I'm still plugging away at Lewis's Chevy tutorial, that and refreshing my C++ skills (another tale for another day). At this stage of the car, I'm working on details. Detail work is actually quite fun, but the effort and time spent on a particular piece of detail once placed in the scope of the full model can seem a bit crazy. I'll give you an example.

Lewis had just gone through one of the many detail sections, this one to create a rear light fixture. The good news, this light fixture is placed 6 times. That sort of detail work ends up making a noticeable difference on the finished car. The not so good news, during a review of the model, Lewis noticed a tiny detail was missing, two phillips head screws per light fixture. The screws were nothing too difficult, no real reason to recreate the threads of the screw. What was required was a screw head and post that looked good placed on the light fixture. Now considering the final size of the screw with reference to the car, I probably used too many polygons to model the screw, but here's what I came up with.

Textured wire-frame view before Sub-dividing
Texture view after sub-dividing
I actually enjoyed the process of modeling the screw. I took a slightly different path than the one provided by Lewis, but that's the beauty of his tutorials. At this stage of the model, he still gives you wonderful ideas and tricks of the trade, but he has shown you enough of the tools that you can strike out on your own if you feel so inclined. That's what I did with the screw. For the most part, I liked the results I achieved. I still struggle with cutting holes in curved Sub-D surfaces, maybe one day I'll find a good set of rules to follow. 

These screen shots are not full renders, just the texture views from Lightwave's Modeler.
Phillips Screws placed on the Rear Light Fixtures

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