Passenger car clerestory GMAX tutorial

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Passenger car clerestory GMAX tutorial

Postby Pencil42 » November 20 2006

(repost from the old Auran forums)

For a clerestory, I start with a box 3 segments wide, and enough segments long to get the curve you want on the end - maybe 7?. Make it 2 segments tall so you have something to extrude for the side overhang.
(As Whitepass originally posted, starting with a cylinder on its side might be easier than using a box - just delete the bottom half, and move the verticies to the end of the roof. For this example, a 14-sided cylinder with 3 height segments and 2 cap segments should be equivalent.)

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Convert to editable mesh, then start adjusting verticies. Line the verticies of the center segment up with the flat part of your car (the part over the diaphragm). Then, you can move the outside verticies to align with the inward slope of the end. Move the middle row up to make the roof thickness, and move the length segments so they are at the ends.
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From the top view, you can now adjust the outside end verticies to match the slope of the car ends.
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Now's a good time to get rid of some excess polies. Move the unneeded verticies to a side and weld them. Also, delete the polies on the bottom side of the clerestory - they shouldn't be seen.
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Move the bottom outside verticies down to match the slope of the roof (end view)
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Adjust the verticies to give a curve at the end,
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A little more cleanup,
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Extrude the side of the roof,
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some final cleanup,
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Use boolean or alpha channels to put in the windows, map and texture, and you should be fine.
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Pencil42
TPR Content Creation Team
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