by thomthom » Sun Sep 09, 2012 5:41 pm
Sat down for a couple of hours modelling a '69 Dodge Charger. I began to model this in 3D Studio Max many many years ago - never completed it. Picked up the blueprints I used then and started in SketchUp - figured it's be an interesting comparison in experience. Sub-divides nicely in Artisan - though I wish it created a quad based result when being fed quads. I'd love to see the mesh through Catmull-Clark sub-division. I do miss having multiple view-ports into a model when doing this kind of work. Being able to see perpendicular onto the side you're modelling while at the same time in perspective does reduce some extra camera tilting. But all in all I'm enjoying quad modelling in SketchUp.  Though I do see the need for some new features. Offsetting, Chamfer etc. Dodge Charger WIP 01.png Anyone got some references to a chassis? I can accept chassis that's not from a '69 Dodge Charger - as I mainly just need something for when the camera is low or you see into the wheel well.
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by pbacot » Sun Sep 09, 2012 6:43 pm
Looking good, ThomThom.
Don't understand this: "Sub-divides nicely in Artisan - though I wish I created a quad based result when being fed quads." Do you mean "...it created..."
Turn on the camera... Would love to see you working on this a little with your tools.
Thanks for posting, Peter
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by hellnbak » Sun Sep 09, 2012 7:29 pm
I can tell this is going to be another ThomThom masterpiece Any particular reason you chose this car? Did you maybe used to own one? Or maybe always wanted to own one (like me and the classics I model  )
"Politicians are just like diapers -- they need to be changed often, and for the same reason"
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by iichiversii » Sun Sep 09, 2012 7:35 pm
I'm a huge fan of your vertex tools and quad based tool plugins and I'm it's great to see it's capabilities in sketchup, looking forward to seen the end result and many other projects developed using these plugins. 
Bring on the Rain...
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by hellnbak » Sun Sep 09, 2012 7:36 pm
Allow me to demonstrate my ignorance - what's going on here? I know it must be a plugin but darned if I know which one
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by Rich O Brien » Sun Sep 09, 2012 7:56 pm
@Steve
It's Thomthom's new Vertex Tools plugin. He has edges set to red to see when drawing over black.
There's a frontroom and a backroom....reverse faces
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by boofredlay » Sun Sep 09, 2012 8:24 pm
Looks great Thomas.
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by cotty » Sun Sep 09, 2012 8:30 pm
thomthom wrote:But all in all I'm enjoying quad modelling in SketchUp.  Though I do see the need for some new features. Offsetting, Chamfer etc.
You can post your ideas here or here, maybe the author is listening?! pbacot wrote:Turn on the camera... Would love to see you working on this a little with your tools.  (something like the alien making of...)
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by panixia » Sun Sep 09, 2012 8:44 pm
toolbar.JPG nice job sir.. which plugin is this one?
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by thomthom » Sun Sep 09, 2012 9:05 pm
pbacot wrote:Don't understand this: "Sub-divides nicely in Artisan - though I wish I created a quad based result when being fed quads." Do you mean "...it created..."
oopsie! You're correct! pbacot wrote:Turn on the camera... Would love to see you working on this a little with your tools.
I will eventually - this is the first time I model a car like this in SketchUp. The initial meshes will be a bit too slow to be of any interest as I'm working out the workflow. hellnbak wrote:Any particular reason you chose this car? Did you maybe used to own one? Or maybe always wanted to own one (like me and the classics I model  )
I have always loved American muscle cars. I've built a number of model kits when I was a kid. Every summer I drool over the ones I see cruising around. I really really want to get one one day. But a car is so incredible expensive here in Norway.  My all time favourite is the '67 Ford Mustang Fastback. But I really like the Charger as well - 68-69 versions look so mean with their wide open mouth in the front. It's the '50-'60 era of design - the one influenced by the space and aero industry. I loved my final major project in modelmaking - I built a computer with the same design language as these old cars: http://workshop.thomthom.net/minimediacentre/Rich O Brien wrote:It's Thomthom's new Vertex Tools plugin. He has edges set to red to see when drawing over black.
Correct - I often skip to Edge only view or X-Ray view so I can line up to my references. In fact - here is the model: 69 Dodge Charger.skp cotty wrote:You can post your ideas here or here, maybe the author is listening?!
I hear he's pretty over-worked these days...  ..or so he claims - lazy git. panixia wrote:nice job sir.. which plugin is this one?
That's be Bezier Surface: viewtopic.php?f=323&t=32810(That's a very old video. I hope to have some interesting to show related to this as Basecamp.) Thanks for you kind comments.
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by panixia » Sun Sep 09, 2012 9:12 pm
thomthom wrote:That's be Bezier Surface: viewtopic.php?f=323&t=32810(That's a very old video. I hope to have some interesting to show related to this as Basecamp.)
aaaahhhh.. okkk.. i hoped that was some other funny one just to click "download" some new videos?? just to excite us another little bit? 
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by thomthom » Sun Sep 09, 2012 10:47 pm
I couldn't help myself playing around some more. Bulked out most of the read fender. Dodge Charger WIP 02.png Contemplating how to approach the door - it's had some very complex geometry. I remember when I was doing the 3ds model seven years ago that I was bending my mind then as well. Detail of the door: Door.png Extract from the old 3ds max model: (The mesh has many problems - a lot of triangles...) Door3dsMax.png I think I need to print this out and trace over some paths with tracing paper. Not sure how to make the loops flow.
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by Dropout » Mon Sep 10, 2012 1:00 am
The 69 Chargers don't have a frame, just a few anchor points on the underside of the body. Here is a pic from the rear that shows the front rear spring mounts and the rear torsion bar mounts. Hope it helps. http://www.mopardealer.com/_borders/pet ... side_3.jpg
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by Dropout » Mon Sep 10, 2012 1:26 am
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by ely862me » Mon Sep 10, 2012 8:16 am
That's a great start. Few things that is good to keep in mind when using artisan : 1.Keep all the diagonals oriented in the same way 2.If you can't go all the way quads then you have to have all the way triangles(at least don't let single quads in the middle of triangles), otherwise the smoothed geometry won't be that nice . 69 Dodge Charger 1.jpg 69 Dodge Charger 2.jpg 69 Dodge Charger 3.jpg 69 Dodge Charger 4.jpg Keep it going !
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by thomthom » Mon Sep 10, 2012 9:37 am
ely862me wrote:Few things that is good to keep in mind when using artisan :
Thanks! That's good to know. I only did some quick tests with Artisan to see how smooth the edges where - around the wheel well etc. It did strike me how seemingly random the Artisan mesh was. I understand more what's going on now. I haven't inspected the diagonals at all as I've worked mainly on the low poly topology in quads. (When I talk about quads I talk about QuadFace Tools quads which can be non-planar.) Would have been nice if Artisan understood these quads and could perform subdivisions based on that instead of the underlying triangulation. I've been looking up Catmull-Clark subdivision and I'm tempted at trying to implement a version that makes use of QuadFace Tools's type of quads.
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by Rich O Brien » Mon Sep 10, 2012 9:40 am
I've been looking up Catmull-Clark subdivision and I'm tempted at trying to implement a version that makes use of QuadFace Tools's type of quads.
Go for it! I'd buy that 
There's a frontroom and a backroom....reverse faces
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by panixia » Mon Sep 10, 2012 10:47 am
Rich O Brien wrote:I've been looking up Catmull-Clark subdivision and I'm tempted at trying to implement a version that makes use of QuadFace Tools's type of quads.
Go for it! I'd buy that 
i'd buy that twice! 
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by thomthom » Mon Sep 10, 2012 3:04 pm
Thank to this: http://rosettacode.org/wiki/Catmull%E2% ... on_surfaceI can now make this: Catmull-Clark_Charger.png
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by andybot » Mon Sep 10, 2012 3:58 pm
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by dale » Mon Sep 10, 2012 4:13 pm
Wow. Wow Again. Wow Some more 
Just monkeying around....like Monsanto
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by Bryan K » Mon Sep 10, 2012 5:20 pm
ely862me wrote:That's a great start. Few things that is good to keep in mind when using artisan : 1.Keep all the diagonals oriented in the same way 2.If you can't go all the way quads then you have to have all the way triangles(at least don't let single quads in the middle of triangles), otherwise the smoothed geometry won't be that nice .
Now THAT is interesting. Thanks for the tip.
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by ely862me » Mon Sep 10, 2012 8:02 pm
Well, that looks awesomely cool ! Very smooth and arranged geometry ! Now THAT is interesting. Thanks for the tip.
You are welcome , Bryan !
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by thomthom » Mon Sep 10, 2012 9:32 pm
ely862me wrote:Very smooth and arranged geometry !
The mesh is still the same as in the sample I posted earlier - lots of non-planar quads. But that doesn't matter - because the mesh is treated as quads. The underlying triangulation is ignored. One less thing to worry about.  If only I understood the math - Rich got me really interested in edge weighting vs crease loops. I'd be very nice to be able to the edge weight creasting instead. Got a cold brewing - so no modelling today. Next task is to work out the loops for that door.
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by okomta » Tue Sep 11, 2012 7:57 am
i think you must see this one,, http://ixlrlxi.livejournal.com/113673.html#cutid1but sorry in russia language,,but you can watch "the step by step" of his action. (sorry my poor english),, good luck man 
Last edited by thomthom on Tue Sep 11, 2012 9:24 am, edited 1 time in total.
Reason: Added space between comma and URL so the automatic URL detection works.
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by panixia » Tue Sep 11, 2012 10:22 am
oh my god! a dream coming true. i don't know if you will make this for free or commercial, but i will give you a donation in both cases.. i think you really deserve it!
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by thomthom » Tue Sep 11, 2012 3:10 pm
The cold caught up with the and I'm home sick today. No working today either. Though I had to play around for a couple of minutes with the sub-divisions: ColouredCube-Results01.png When you subdivide it should also be possible to transfer UV mapping. Which would be another cool thing. But I digress - need to get back to modelling this car. 
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by andybot » Tue Sep 11, 2012 3:26 pm
thomthom wrote:The cold caught up with the and I'm home sick today.
hope it passes quickly! But I digress - need to get back to modelling this car. 
But think of all the cars (to say the least) the rest of us can model if this makes it out of your lab 
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