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	<title>Comments on: Modeling a Porsche 911 GT3 RS &#8211; part 05</title>
	<atom:link href="http://www.blendercookie.com/2010/02/02/modeling-a-porsche-911-gt3-rs-part-05/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.blendercookie.com/2010/02/02/modeling-a-porsche-911-gt3-rs-part-05/</link>
	<description>Blender Education for the blender community.</description>
	<lastBuildDate>Thu, 09 Sep 2010 07:16:48 -0500</lastBuildDate>
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	<item>
		<title>By: Robin Winter</title>
		<link>http://www.blendercookie.com/2010/02/02/modeling-a-porsche-911-gt3-rs-part-05/comment-page-1/#comment-5212</link>
		<dc:creator>Robin Winter</dc:creator>
		<pubDate>Mon, 19 Jul 2010 18:01:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendercookie.com/?p=2130#comment-5212</guid>
		<description>great tuts. i learned loads. i didnt have time to read all the posts. but there is a script in blender that makes a surface have volume. its been a major time saver for me. perfect for car bodies and clothes.

in edit mode&gt; mesh&gt; scripts&gt; solidify selection</description>
		<content:encoded><![CDATA[<p>great tuts. i learned loads. i didnt have time to read all the posts. but there is a script in blender that makes a surface have volume. its been a major time saver for me. perfect for car bodies and clothes.</p>
<p>in edit mode&gt; mesh&gt; scripts&gt; solidify selection</p>
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	<item>
		<title>By: Jonathan Williamson</title>
		<link>http://www.blendercookie.com/2010/02/02/modeling-a-porsche-911-gt3-rs-part-05/comment-page-1/#comment-4783</link>
		<dc:creator>Jonathan Williamson</dc:creator>
		<pubDate>Thu, 24 Jun 2010 16:18:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendercookie.com/?p=2130#comment-4783</guid>
		<description>Hi avalanste,

Thank you for the feedback! Coming from a actual product designer this is excellent and very constructive criticism. I will be sure to take an extra look at the car soon and perhaps make some more adjustments as you have suggested.

Cheers,

-Jonathan</description>
		<content:encoded><![CDATA[<p>Hi avalanste,</p>
<p>Thank you for the feedback! Coming from a actual product designer this is excellent and very constructive criticism. I will be sure to take an extra look at the car soon and perhaps make some more adjustments as you have suggested.</p>
<p>Cheers,</p>
<p>-Jonathan</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: avalanste</title>
		<link>http://www.blendercookie.com/2010/02/02/modeling-a-porsche-911-gt3-rs-part-05/comment-page-1/#comment-4773</link>
		<dc:creator>avalanste</dc:creator>
		<pubDate>Thu, 24 Jun 2010 02:52:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendercookie.com/?p=2130#comment-4773</guid>
		<description>Hi Jonathan,

Great tutorial and thank you for sharing.

i&#039;ve noticed that your model looks a bit too smooth aft applyin&#039; subsurf modifier, as a product designer myself, having smooth and organic surfaces helped to achieve an aesthetically pleasing model, however, having too many surfaces that are in organic form feels a bit too kitsche.

At some point of time, you might wanna observe the difference between model cars (toys) and real automobiles, that&#039;s how i feel. Real automobiles are mixture of sharp edges and organic surfaces, certain engineering factors limit the organic form of design, as for toys, not much engineering consideration is required.

Thank you and Best regards,
yuanjie</description>
		<content:encoded><![CDATA[<p>Hi Jonathan,</p>
<p>Great tutorial and thank you for sharing.</p>
<p>i&#8217;ve noticed that your model looks a bit too smooth aft applyin&#8217; subsurf modifier, as a product designer myself, having smooth and organic surfaces helped to achieve an aesthetically pleasing model, however, having too many surfaces that are in organic form feels a bit too kitsche.</p>
<p>At some point of time, you might wanna observe the difference between model cars (toys) and real automobiles, that&#8217;s how i feel. Real automobiles are mixture of sharp edges and organic surfaces, certain engineering factors limit the organic form of design, as for toys, not much engineering consideration is required.</p>
<p>Thank you and Best regards,<br />
yuanjie</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Alain</title>
		<link>http://www.blendercookie.com/2010/02/02/modeling-a-porsche-911-gt3-rs-part-05/comment-page-1/#comment-2637</link>
		<dc:creator>Alain</dc:creator>
		<pubDate>Fri, 16 Apr 2010 05:21:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendercookie.com/?p=2130#comment-2637</guid>
		<description>Hi Jonathan
Great tutorail and thank you for your great effort !

One thing I&#039;m wondering about: When you do loop cuts (Ctrl-R), why don&#039;t you use the &quot;P&quot;-key option to get parallel and not a proportional cuts ? I guess it would end in a mutch more precise looking result, especially when you &quot;sharp&quot; the edges of the panels, .
Don&#039;t you think so ?

Kind regards
Alain</description>
		<content:encoded><![CDATA[<p>Hi Jonathan<br />
Great tutorail and thank you for your great effort !</p>
<p>One thing I&#8217;m wondering about: When you do loop cuts (Ctrl-R), why don&#8217;t you use the &#8220;P&#8221;-key option to get parallel and not a proportional cuts ? I guess it would end in a mutch more precise looking result, especially when you &#8220;sharp&#8221; the edges of the panels, .<br />
Don&#8217;t you think so ?</p>
<p>Kind regards<br />
Alain</p>
]]></content:encoded>
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	<item>
		<title>By: Jonathan Williamson</title>
		<link>http://www.blendercookie.com/2010/02/02/modeling-a-porsche-911-gt3-rs-part-05/comment-page-1/#comment-2208</link>
		<dc:creator>Jonathan Williamson</dc:creator>
		<pubDate>Fri, 26 Mar 2010 16:47:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendercookie.com/?p=2130#comment-2208</guid>
		<description>Hi Brian,

1/2. NURBs are still in the process of being reintegrated with Blender 2.5 but they may be of some help. I have very little experience with NURBs and so I can&#039;t give you a sure answer there. As for methods of finding surface continuity and such, one such method that comes to mind is using a normal shader along with GLSL in the viewport. After turning GLSL on in the viewport you could simply move your lights around to see all the details in the surface. The type of shader I&#039;m talking about can be found here: http://www.box.net/shared/fo74kz8mkm 
It is very similar to the way ZBrush displays models in the viewport.

3. As for a metallic material/rendering tutorial nothing is immediately coming to mind. I would recommend doing a bit of Googling for things like &quot;car shader nodes blender tutorial&quot;. A node-based system will definitely be the way to go.

I hope that was of some help :)

Cheers,

Jonathan</description>
		<content:encoded><![CDATA[<p>Hi Brian,</p>
<p>1/2. NURBs are still in the process of being reintegrated with Blender 2.5 but they may be of some help. I have very little experience with NURBs and so I can&#8217;t give you a sure answer there. As for methods of finding surface continuity and such, one such method that comes to mind is using a normal shader along with GLSL in the viewport. After turning GLSL on in the viewport you could simply move your lights around to see all the details in the surface. The type of shader I&#8217;m talking about can be found here: <a href="http://www.box.net/shared/fo74kz8mkm" rel="nofollow">http://www.box.net/shared/fo74kz8mkm</a><br />
It is very similar to the way ZBrush displays models in the viewport.</p>
<p>3. As for a metallic material/rendering tutorial nothing is immediately coming to mind. I would recommend doing a bit of Googling for things like &#8220;car shader nodes blender tutorial&#8221;. A node-based system will definitely be the way to go.</p>
<p>I hope that was of some help <img src='http://www.blendercookie.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Cheers,</p>
<p>Jonathan</p>
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	<item>
		<title>By: Brian_ACCD</title>
		<link>http://www.blendercookie.com/2010/02/02/modeling-a-porsche-911-gt3-rs-part-05/comment-page-1/#comment-2172</link>
		<dc:creator>Brian_ACCD</dc:creator>
		<pubDate>Tue, 23 Mar 2010 19:00:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendercookie.com/?p=2130#comment-2172</guid>
		<description>Fantastic tutorial! This has a been a great primer for me transitioning from Alias possibly to Blender 2.5 for car design (no longer a student and can&#039;t afford Alias!). Jonathan&#039;s way in moving through the tutorial, describing each step of the process clearly, is amongst the best that I have seen. It made it very easy to follow along. 

I have a couple of questions:

1. While this method will result in a surface that resembles the body of a car, as a car designer I am concerned about the lack of precise surface control you have. This method may make it difficult, if not impossible, to carefully control highlights/reflections. The density of the mesh in certain areas can lead to unanticipated surface anomalies (like small concave surfaces, bumps, or creases) that you wouldn&#039;t care about for video games, toys/scale models, or general illustration, but are a huge deal when working with actual cars/products. Smoothing is a nice, quick way to clean some problems up, but as a designer you aren&#039;t the one controlling those surfaces anymore. I know this isn&#039;t intended to be a Class-A surfacing program, but are there alternative techniques for generating surface topology? Can NURBS curves/surfaces be effectively used in 2.5? How do you control adjacent surfaces (location, tangent, or continuity)? Or am I just hoping for too much with this tool? I am just so excited about how attractive and easy to use the 2.5 GUI is that I&#039;m hoping I can make this program do what I need. Even if it won&#039;t, great job to all of the guys and gals that worked on 2.5.

2. Related to point 1 above, are there any techniques for viewing surface continuity? Other programs use zebra stripes, environment map, and curvature analysis. The first two features allow you to watch highlights move across surfaces real-time to check for continuity issues. Any ideas?

3. Any recommendations for a good material and rendering tutorial? Obviously interested in automotive surfaces (shiny, metallic, multi-surface, HDRI), but would welcome any shiny surface tuts.

Again, thanks for a great tutorial!

-Brian</description>
		<content:encoded><![CDATA[<p>Fantastic tutorial! This has a been a great primer for me transitioning from Alias possibly to Blender 2.5 for car design (no longer a student and can&#8217;t afford Alias!). Jonathan&#8217;s way in moving through the tutorial, describing each step of the process clearly, is amongst the best that I have seen. It made it very easy to follow along. </p>
<p>I have a couple of questions:</p>
<p>1. While this method will result in a surface that resembles the body of a car, as a car designer I am concerned about the lack of precise surface control you have. This method may make it difficult, if not impossible, to carefully control highlights/reflections. The density of the mesh in certain areas can lead to unanticipated surface anomalies (like small concave surfaces, bumps, or creases) that you wouldn&#8217;t care about for video games, toys/scale models, or general illustration, but are a huge deal when working with actual cars/products. Smoothing is a nice, quick way to clean some problems up, but as a designer you aren&#8217;t the one controlling those surfaces anymore. I know this isn&#8217;t intended to be a Class-A surfacing program, but are there alternative techniques for generating surface topology? Can NURBS curves/surfaces be effectively used in 2.5? How do you control adjacent surfaces (location, tangent, or continuity)? Or am I just hoping for too much with this tool? I am just so excited about how attractive and easy to use the 2.5 GUI is that I&#8217;m hoping I can make this program do what I need. Even if it won&#8217;t, great job to all of the guys and gals that worked on 2.5.</p>
<p>2. Related to point 1 above, are there any techniques for viewing surface continuity? Other programs use zebra stripes, environment map, and curvature analysis. The first two features allow you to watch highlights move across surfaces real-time to check for continuity issues. Any ideas?</p>
<p>3. Any recommendations for a good material and rendering tutorial? Obviously interested in automotive surfaces (shiny, metallic, multi-surface, HDRI), but would welcome any shiny surface tuts.</p>
<p>Again, thanks for a great tutorial!</p>
<p>-Brian</p>
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	<item>
		<title>By: MeshWeaver</title>
		<link>http://www.blendercookie.com/2010/02/02/modeling-a-porsche-911-gt3-rs-part-05/comment-page-1/#comment-1886</link>
		<dc:creator>MeshWeaver</dc:creator>
		<pubDate>Mon, 01 Mar 2010 03:35:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendercookie.com/?p=2130#comment-1886</guid>
		<description>once again, Jonathan Williamson has brought us another awesome tutorial :D  this series has totally changed how i work, i think about the topology of the objects a lot more, and how i plan on building the objects.  also using loops more than creasing now, which is good...

like Ross, i am curious to know what causes Normals problems...  i had the problem for such a long time before learning the Ctrl-N shortcut, but i still don&#039;t know why the Normals thing happens

anyway, these are maybe the best tutorials i&#039;ve followed :D  thanks Jonathan!</description>
		<content:encoded><![CDATA[<p>once again, Jonathan Williamson has brought us another awesome tutorial <img src='http://www.blendercookie.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />   this series has totally changed how i work, i think about the topology of the objects a lot more, and how i plan on building the objects.  also using loops more than creasing now, which is good&#8230;</p>
<p>like Ross, i am curious to know what causes Normals problems&#8230;  i had the problem for such a long time before learning the Ctrl-N shortcut, but i still don&#8217;t know why the Normals thing happens</p>
<p>anyway, these are maybe the best tutorials i&#8217;ve followed <img src='http://www.blendercookie.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />   thanks Jonathan!</p>
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	<item>
		<title>By: Ross</title>
		<link>http://www.blendercookie.com/2010/02/02/modeling-a-porsche-911-gt3-rs-part-05/comment-page-1/#comment-1811</link>
		<dc:creator>Ross</dc:creator>
		<pubDate>Tue, 23 Feb 2010 03:19:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendercookie.com/?p=2130#comment-1811</guid>
		<description>Hi Johnathan,

Great tutorials! I love how in-depth this series is, and I think you have the best cadence of all the Blender Cookie instructors. Two questions:

1. What is the exact cause of the problem that requires us to recalculate normals? I&#039;ve had to deal with this for as long as I&#039;ve been blending, but I&#039;ve never understood why it happens.
2. Can you make a tutorial on how to rig the car, so it would &quot;drive&quot; like a normal car would (wheels turning in unison, car bouncing on frame, etc.)? I remember seeing one in the help menu of 3ds Max, but I haven&#039;t done it yet, and I&#039;d like to learn how to rig a car in Blender.</description>
		<content:encoded><![CDATA[<p>Hi Johnathan,</p>
<p>Great tutorials! I love how in-depth this series is, and I think you have the best cadence of all the Blender Cookie instructors. Two questions:</p>
<p>1. What is the exact cause of the problem that requires us to recalculate normals? I&#8217;ve had to deal with this for as long as I&#8217;ve been blending, but I&#8217;ve never understood why it happens.<br />
2. Can you make a tutorial on how to rig the car, so it would &#8220;drive&#8221; like a normal car would (wheels turning in unison, car bouncing on frame, etc.)? I remember seeing one in the help menu of 3ds Max, but I haven&#8217;t done it yet, and I&#8217;d like to learn how to rig a car in Blender.</p>
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	<item>
		<title>By: Patrick</title>
		<link>http://www.blendercookie.com/2010/02/02/modeling-a-porsche-911-gt3-rs-part-05/comment-page-1/#comment-1584</link>
		<dc:creator>Patrick</dc:creator>
		<pubDate>Sun, 07 Feb 2010 17:37:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendercookie.com/?p=2130#comment-1584</guid>
		<description>Haha, glad I could be of help! The lighting issues sound familiar to me as well. =P Four things that -might- fix it:
1. In the Mesh panel, turn on and play with the auto-smooth.
2. Try using an EdgeSplit modifier.
3. Instead of setting the crease to +1, set it to +0.999.
4. Slightly adjust the angle of the edge with the weird lighting.

Unfortunately I have no idea how to fix your second problem, though it&#039;s bugging me every once in a while as well. What you could try is slide away the entire loop except the controlling edge. =) Also, the Smooth option in Sculpt Mode might be of help.

Good luck!

-Patrick</description>
		<content:encoded><![CDATA[<p>Haha, glad I could be of help! The lighting issues sound familiar to me as well. =P Four things that -might- fix it:<br />
1. In the Mesh panel, turn on and play with the auto-smooth.<br />
2. Try using an EdgeSplit modifier.<br />
3. Instead of setting the crease to +1, set it to +0.999.<br />
4. Slightly adjust the angle of the edge with the weird lighting.</p>
<p>Unfortunately I have no idea how to fix your second problem, though it&#8217;s bugging me every once in a while as well. What you could try is slide away the entire loop except the controlling edge. =) Also, the Smooth option in Sculpt Mode might be of help.</p>
<p>Good luck!</p>
<p>-Patrick</p>
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	<item>
		<title>By: Tobey</title>
		<link>http://www.blendercookie.com/2010/02/02/modeling-a-porsche-911-gt3-rs-part-05/comment-page-1/#comment-1583</link>
		<dc:creator>Tobey</dc:creator>
		<pubDate>Sun, 07 Feb 2010 17:25:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendercookie.com/?p=2130#comment-1583</guid>
		<description>Wow, thanks for the tip Patrick! Never actually used the Crease tool before despite being somewhat aware of that feature. It helped me significantly on one model, though bringing along some odd lighting issues but still doesn&#039;t seem to be of help on the other one since what I need there is soften the edge, not sharpen it. Essentially, I have many edges crowded on small subsurfed area which cause the edge to be sharp. And I don&#039;t know how to soften it because I can&#039;t move slide the edges away (because they define the geometry of the holes).

Thanks a bunch anyway, you&#039;ve been very helpful indeed! My Antonov model has finally gained some sharp looks without the need for insane amount of control loops. Wooot</description>
		<content:encoded><![CDATA[<p>Wow, thanks for the tip Patrick! Never actually used the Crease tool before despite being somewhat aware of that feature. It helped me significantly on one model, though bringing along some odd lighting issues but still doesn&#8217;t seem to be of help on the other one since what I need there is soften the edge, not sharpen it. Essentially, I have many edges crowded on small subsurfed area which cause the edge to be sharp. And I don&#8217;t know how to soften it because I can&#8217;t move slide the edges away (because they define the geometry of the holes).</p>
<p>Thanks a bunch anyway, you&#8217;ve been very helpful indeed! My Antonov model has finally gained some sharp looks without the need for insane amount of control loops. Wooot</p>
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