Been away long time
Its all the same drawing no blocked parts or groups or even layers -D'oh
Pretty simple but time consuming to draw, I have about 300 hours in that mostly teaching myself how to do 3D
I had each part availible so i just took my caliper and set the part in my lap and reverse engineered all of it. Started with a carb for drafting class. Then it was the whole motor, then body and the rest. Strange how things jsut get bigger
I bought a frame diagram off ebay and drew it in simple 3D using only lines, then gave the lines cylinders and spheres at the pts of intersections
I then got some photos of direct side, front, rear, and top views of the car off the internet
I then imported the jpegs to CAD and drew 2D splines along all of the body lines
I scales all the traces to be the same and 3D rotated them to a sort of rectangle area
I copied the splines inside the rectangle area and stretched them (grips) to match in all views (close atleast)
I mapped out all the panels so they each were bounded by 4 splines
Varied my M & N values so it wasnt super tiny and stil retained a smooth shape overall (surftab1 & surftab2)
Adjact surftaces I used the same spline to generate and matched the corrosponding M or N value if it would let me
I then scaled the new mesh body to match the wheelbase and set it on the frame
It was poking out so I cut it down to fit inside
Lastly the tires didnt look real jsut being revolved and perfect so I made a bulge at the bottom
I went to the dragstrip and measured various tires and got a decent avg shortening and bulge
Sliced the tires at 1/2 height and at the amount the ground pushed up
Turned the lower half into 1/4s and used the splines from the slices as generation curves and then stretched them the amts i measured from the track
Meshed them and textured them the same as the tire solids
Piece wise it all renders great. I think the problem is with my computer specs
My first and LAST Dell Ill ever buy
|