Virtual Plastic – Porsche 962C – Main Body Complete

Franky, even I’m surprised with how well this is going.  The basic  body is done, and now it’s time to sub-divide the whole thing and start adding details.  I was able to use tsBevel to create panel line breaks for the side windows, and a slight joggle for the windshield.  This really shows me that my goal of making this as one single T-Spline with as much detail as possible is certainly doable.  I thought the windshield was going to be tricky – I knew that topology would be fairly dense, and that might make it hard to get it nice and smooth.  Instead of going for perfect shape, I instead just worked on laying out my topology in that area nice and even, and then once I had that done, I simply used the retopo snap to set all the points onto the windshield surface.  Really, that was it.  Talk about a non-event.  I opted for the shorter spoiler in the back – just looks more stylish to me.  That was just done by eye, as was the spoiler shape.  Anyhow, I expect this to be finished off modeling wise in the next day or so, and then I’m going to start working on all the sponsor logos for rendering.  Some screen shots:

These window panel lines are part of the body surface, not split/piped/Boolean-ed after the fact.

Looking fast!  I’ll have to fill in those inlets with radiators.

You can see the topology here.  Extrude, tsBevel, SetPt, and lots of point editing, over and over and over……

Comments
9 Responses to “Virtual Plastic – Porsche 962C – Main Body Complete”
  1. Basil says:

    Simply amazing! Many thanks for sharing this. Your work truly showcases what can be accomplished with T-Splines in the hands of an experienced user. I’m truly encouraged. If you ever plan to host a webinar on this – I’ll probably be first to register!

  2. Thanks Basil! I’m hoping there will be more T-Splines for Rhino webinars in the future as well, I really enjoyed doing those. -Sky

  3. FormulaX says:

    Very nice! I think I will be trying a similar project once I get my EXAscan. How difficult would it be to scale up to a full size vehicle from here?

  4. Well it all depends on what kind of accuracy you need. The scale is pretty much arbitrary – in fact I increased it by a factor of 10 just to work around a minor T-Splines issue when working with small models. If you want something that’s accurate enough to make body panels and then fit them onto an actual car, I sure wouldn’t do that. But if you just want something that looks about right, have at it – like I said, the scale can be whatever you want it to be.

    • FormulaX says:

      If you wanted to make body panels to make a full sized replica car of that model would it be better to just start your surface from scratch?

  5. If your model doesn’t have to interface with any existing car parts, then there’s no reason you can’t just scale up something like this. It won’t be as accurate as scanning the full size car and building your surface off that, but if that’s not an option, and like I said your parts don’t have to match up with existing parts, I say go for it.

  6. kevin says:

    I am a blog spectator. I dont comment very often. Sky’s is killing it with TS and I just have to chime in and say he is definitely one to watch. Thanks for sharing “betterlivingthroughcnc”. This is a great example of this work flow!

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