import 4.code.about;

class Header {

public void title() {

String fullTitle = '/3/';
}

public void menu();

public void board();

public void goToBottom();

}
class Thread extends Board {
public void Learning Hard Surface Modeling in Blender.(OP Anonymous) {

String fullTitle = 'Learning Hard Surface Modeling in Blender.';
int postNumber = 976621;
String image = '1709625697571892.png';
String date = '03/05/24(Tue)03:01:37';
String comment = 'So I am only a day old diving into Blender after 3 years of trying 3DS Max with no progress which is more of a skill issue on my end.

I am specifically wanting to model cars. I have something started but am not too happy with the outcome of the doors. I am starting with blueprints but still getting to grips with pretty much everything else.

What tips can you give an absolute noob when it comes to modelling?'
;

}
public void comments() {
if(Anonymous && title=='undefined' && postNumber==976622 && dateTime=='03/05/24(Tue)03:03:57'  && image=='2024-03-05 (3).png') {

'undefined';

}

if(Anonymous && title=='undefined' && postNumber==976752 && dateTime=='03/06/24(Wed)12:57:33') {

'take an intro to 3d modeling class at a community college and have people you can ask questions to. you'll slingshot past all the beginner traps that you see people fall into and stay in. you could probably pick a car for your final. i remember in my intro to modeling class for maya we made a gun for mid term and a car for final. the car will have alot of mistakes as your first car but you will learn alot but best to have a professor you can bug with specific questions and fellow students and maybe lab time. and i said community college, very affordable to take a class.';

}

if(Anonymous && title=='undefined' && postNumber==976758 && dateTime=='03/06/24(Wed)14:28:33') {

'>>976621
>What tips can you give an absolute noob when it comes to modelling?

...when you are a noob, grind tutorials, many tutorials, dont think to much about it while learning, just follow the content and listen to the comments of the educator - dont try to invent the wheel by yourself, learn the way others do things and extend this knowlege afterwards by doing it by yourself alone with the object of your choice!'
;

}

if(Anonymous && title=='undefined' && postNumber==976768 && dateTime=='03/06/24(Wed)16:59:01') {

'>>976752
I'll have to find what kind of community colleges New Zealand has. Either I am not looking in the right place or the possibility of finding one here is incredibly rare.'
;

}

if(the chair nerd && title=='undefined' && postNumber==976770 && dateTime=='03/06/24(Wed)17:10:29') {

'>>976621
Give me those blueprint and I'll tell you exactly how to make it in 3 hours.'
;

}

if(the chair nerd && title=='undefined' && postNumber==976772 && dateTime=='03/06/24(Wed)17:16:13') {

'>>976621
>What tips can you give an absolute noob when it comes to modelling?

Treat polygons as scaffolding, not the model. Not kidding. Don't be afraid to add and remove polys as you go. Start with the big traits, the large edgeflows and sparingly subdivide your way to smaller details. Lever subdivision to your advantage.'
;

}

if(the chair nerd && title=='undefined' && postNumber==976775 && dateTime=='03/06/24(Wed)17:21:44') {

'>>976622
That's a 2002 wrx right?'
;

}

if(Anonymous && title=='undefined' && postNumber==976798 && dateTime=='03/06/24(Wed)20:36:46') {

'>>976775
Yeah. I love this version. Bug eye is underappreciated.'
;

}

if(Anonymous && title=='undefined' && postNumber==976802 && dateTime=='03/06/24(Wed)21:10:29') {

'>>976621
Your first mistake was learning blender. Your second mistake is posting on the blender discord. Your thirdd mistake is following popular blender gods on youtube. Your final mistake was abandoning 3ds max.'
;

}

if(Anonymous && title=='undefined' && postNumber==976805 && dateTime=='03/06/24(Wed)23:30:26') {

'>>976802
idk I've been trying to make shit in 3ds max for a while and could just not make any progress with it. Blender I just started crafting polygons straight away.'
;

}

if(Anonymous && title=='undefined' && postNumber==976806 && dateTime=='03/06/24(Wed)23:31:56'  && image=='subaru-impreza-4-door-2000 - Copy.jpg') {

'>>976770
Try your luck.'
;

}

if(Anonymous && title=='undefined' && postNumber==976807 && dateTime=='03/06/24(Wed)23:33:09'  && image=='DeWatermark.ai_1709533270722 (1).jpg') { }

if(the chair nerd && title=='undefined' && postNumber==976828 && dateTime=='03/07/24(Thu)09:21:36') {

'>>976775
Nice car indeed.
>>976806
>>976807
Thanks. It's been 10 years since I've modeled a car but I'll try my luck this weekend.'
;

}

if(Anonymous && title=='undefined' && postNumber==976868 && dateTime=='03/07/24(Thu)18:02:08') {

'>>976758
>when you are a noob, grind tutorials, many tutorials, dont think to much about it while learning
Holy shit that's terrible advice.'
;

}

if(Anonymous && title=='undefined' && postNumber==976891 && dateTime=='03/08/24(Fri)00:02:41') {

'>>976828
The thing to note about the first blueprint is that it is inverted. Subaru of this model has the exhaust on the left-hand side'
;

}

if(Anonymous && title=='undefined' && postNumber==976895 && dateTime=='03/08/24(Fri)01:15:53') {

'>>976806
>>976807
>blueprintbox.com
>the-blueprints.com
https://blueprintbox.com/details.php?image_id=21694&mode=search

strange that there are two sites with the same blueprints but one is free.'
;

}

if(Anonymous && title=='undefined' && postNumber==976963 && dateTime=='03/08/24(Fri)18:37:45') {

'>>976895
the Lamborghinis on the-blueprints all disappeared one day and i'd paid for 3 of them. sucks cause they were good blueprints.'
;

}

if(Anonymous && title=='undefined' && postNumber==976966 && dateTime=='03/08/24(Fri)18:58:52') {

'>>976621
HardOps And Box cutter add-ons are fantastic for hard surfaces, if my pc was powered up I'd upload em for you if this thread survives untill daytime in my tz I'll upload the versions I have.'
;

}

if(Anonymous && title=='undefined' && postNumber==976977 && dateTime=='03/08/24(Fri)20:46:26') {

'>>976966
That will be super based if you can.'
;

}

if(Anonymous && title=='undefined' && postNumber==976992 && dateTime=='03/09/24(Sat)01:45:14') {

'>>976966
This thread won't be in any threat of being archived for months anon.
It'll be here for the better half of a year. Even if no one posts past this point.'
;

}

if(Anonymous && title=='undefined' && postNumber==977056 && dateTime=='03/09/24(Sat)15:18:26') {

'>>976966
Please do'
;

}

if(Anonymous && title=='undefined' && postNumber==977171 && dateTime=='03/10/24(Sun)11:58:20'  && image=='Screenshot 2024-03-10 155751.png') {

'BoxCutter
HardOps
MACHIN3Tools
MESHmachine

pixeldrain com/u/sX7XJvn6

There is multiple versions of each this is from a torrent pack of add-ons for blender from

https://rutracker.org/forum/viewtopic.php?t=5880996

To save you having to make an account here is the torrent.

https://files.catbox.moe/ivyo6x.torrent'
;

}

if(Anonymous && title=='undefined' && postNumber==977174 && dateTime=='03/10/24(Sun)12:03:39') {

'>>977171
Image is of the whole torrent not what I've uploaded.

also sometimes you can find paid addons on

https://iggtech.com/
https://gfxfather.com/
https://www.downloadpirate.com/blender/

I'd 100% hit em with a virus scan but I've downloaded stuff from these sites.'
;

}

if(Anonymous && title=='undefined' && postNumber==977449 && dateTime=='03/12/24(Tue)16:06:20') {

'>>977174
Chad. Thanks'
;

}

if(Anonymous && title=='undefined' && postNumber==981456 && dateTime=='04/24/24(Wed)00:57:58') {

'bump';

}

if(Anonymous && title=='undefined' && postNumber==981457 && dateTime=='04/24/24(Wed)01:16:11') {

'>>976621
Don't jump directly into the high poly/subsurface model. Do your low/medium poly that has EVERY detail you want in the final product, with decently clean topology. Only when you're COMPLETELY done that, duplicate all the parts and start working on your high poly (should be pretty quick since you've already planned out all the geometry) with any necessary supporting geometry and edge loops.

Lots of people jump right into trying to make things with subsurf from the get go and work themselves into a corner.
There are a handful of common 'problem' shapes that you should probably learn, things like circular holes in curved surfaces. They're not so bad once you've practiced them a little but if you don't know them you'll end up using way more geometry than is needed and your mesh will become difficult to work with.'
;

}

if(Anonymous && title=='undefined' && postNumber==981472 && dateTime=='04/24/24(Wed)08:07:18'  && image=='lines.jpg') {

'>>976621
Line work is the base of any car model.
Start with line work. Lay down lines and curves in 3D space according to your blueprints. Start with lines that are present in a lot of views, these have the greatest "confidence" and they'll help you lay out other lines.
Be aware that most blueprints aren't 100% accurate, so one point might be off in one of the views.

I have placed colored spots in pic related, these lines (and all of the wheel well edges) are the ones I would start with.
Keep in mind that lines which aren't connected to other lines could be "reflection lines" - these are unimportant and should not be modeled, at least not right away.

After you're confident with all your lines start connecting them with faces and work out the surfaces. In this stage blueprints won't help you as much, go online and start looking for photos, full body and close up, where the paint shows the surface curvature.

Don't do panel work (cutting out doors, roof, fenders etc) until you are 100% satisfied with the proportions and topology of your mesh. Cutting out panels is the last step.'
;

}

}
}