[-Skint- said:
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I can see from that little picture that you either have free or tangent connections on the whole BB lol
, even that requires a clapping hand sometimes with pro-e
well, good notice! In fact it only looks like to be left without control(free). There are almost always some steps done before to lay down neccessary constraints/conditions.
Let`s take rear spoiler in consideration. There are many ways to handle shape like this. I can introduce two(which in the end consist of on my surfacing approach):
*exact modeling - You build surfaces/patches from the curves as they look like on pictures(blueprints). So You end up with Intersection curves without ISDX, and almost always it introduces 3nd Boundary conditions.
*overbuild method - You build surfaces a little bigger than they are seen on pictures. Next You trim them to obtain final result.
Overbuild was used in rear spoiler
same for front fender. First special surface was created to serve as main references for neccessary curves
this surface is not visible on the model because it does not exist in real car. Figuring out proper way to make fender consumed me a lot of effort and time. There were amy attempts, with last I am most happy with.
[-Skint- said:
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Edit : Just thought I would ask, it seems you are creating the car
as one complete quilt or set of surfaces rather than say a part for the
wing, the bonet, the bumper etc ? Why do most surfacing guru`s tend to
do it this way rather than creating seperate parts and making an assy,
as with an assy you could move parts and say render with an open door
etc....
The answer is - it is easier. Why? Well, in my particular example I am not equiped with AXX. So I can not handle external references in proper manner(No Global referrence Viewer in Assembly Mode). Another case is time. You would consume a lot more time while toogling between many models/windows in the same time. Plus, making all in one model gives at the beggining more consistance geometery. Hence, in the end it comes down hard
What is really beneficial, what I found it as beneficial, is to stay with single surfaces as long as possible and do not merge them to soon. I also have an assembly and distribute surfaces to special models/parts and merge them there. This is more relyable. So it close to master model technique mentioned by SolidWorm