My plan is to model a base high poly model in 3ds max and then bring it into ZBrush to sculpt some fine details like bumps, scratches, bullet holes etc. After that I can start model low poly model for UDK. Now enough talking, here's what I have so far. Any critiques and comments are always welcome
High poly WIP. There's some minor pinching going on on the bonnet, but nothing that can't be easily fixed in ZBrush later I think.
@Christian Nordgren: actually if you'll open a link in my first post you can find the concept art for this vehicle and it also have orthographic views that I'm using
@PixelSuit: oh yeah, I'm a big fan of Polygoo's work. I have his portfolio opened all the time in my web browser and I'm drawing my inspiration from his works especially from his Dodge Charger for Ravaged
Nice start. The concept really is awesome. Pretty hard to recognize it as a mustang from the concept. Huge wheels and the silhouette make a big difference. I just really the shapes of that mustang ;] Looking forward to see how this turns out ;]
Alright, I finished front bull bar with the foglights and a masive bumper. What do you guys think? Good, bad, needs more work? Critiques are allways welcome that's the whole point of creating this thread
Hey man, you picked a very nice concept and did it really great so far ! I don't see any real crit do give you... Maybe you should block out everything fast before giving such details like wires and bolts. But it's just a thought, I started a vehicle once, blocked out everything and never worked back on it as I considered the whole blocking out as an achievement... Just go the way that is better for you.
Hey thanks, Abrvpt. Yeah you are right I should've block out everything first that way I can roughly see how it's going to look like when it's done. Trickiest part will be to model the undercarriage (not sure if I'm using a correct word), have to use a lot of imagination and 4x4 off road reference images I guess
Some more modelling over the weekend.Fixed some areas and also reduced the number of treads for the rear tire. Finished exhaust pipe, front wheel, side foot step and I also modelled bottom part of the car. I think next I'll start to modell the interior.
P.S. I hope I'm not flooding this thread with tons of images...
Looks pretty nice so far, love the front bumper from the frontal view
But I feel its a little too high, and the side part looks really odd being not as low to the ground as the front and rear bumpers, you should add a side spoiler there.
Also the air intake is too long imo, and looks awkward, maybe make it go smaller towards the window.
Thanks for the sugestions, Shrike! Yeah the side skirt was a little bit too short, though if you look at the concept it is shorter that front and rear bumper. I'm modeling fromthe blueprint. As for the air intake agai looking at the blueprint it goes all the way to the window and I actually like that
So, here's some updates. I'm working on the interior now. I'm done with the steering wheel, seats and the roll cage
Just a little comment about the roll cage, most of the full cage ones have something along the dashboard because otherwise in a frontal crash the whole front just crumbles together.
Windows are done. The side grill on driver's door can slide down and up and the gunner's windshield window can be opened too. It's time to model a M2 Browning machine gun I think
Finally got a chance to work on the model recently. I decided to go with M60D general-purpose machine gun instead of M2 Browning heavy machine gun simply because heavy mg doesn't really fit for this type of vehicle, afterall it's a light vehicle not a Humvee. Also I decided not to have a bullet belt coming from the interrior through the windshield even though it looks really cool and stik with a standard "ammo box on the side" scheme. The reason for this is that if you think in terms of functionality it's going to be a bit more difficult and slow to reaload the mg especially while vehicle is moving
Looks cool, can't go wrong with post apocalyptic vehicles
It looks like your creating it from a concept so take this feedback with a pinch of salt. But for me those bumpers and trims are hideous. The reason I say this is because it feels to much like it was specifically made for that vehicle. It could just be because its not textured yet but everything seems very nicely connected together. To me it doesn't give a sense that those bumpers where taken from another larger vehicle. The same can be said about other elements of the vehicle, you could potentially avoid making it feel like its been made in a factory and push more hap hazard repair.
This is just my personal tastes and opinions. I'm not sure what direction your looking to take. But right now it feels very Death Race and not enough Mad Max.
Thanks for the feedback, IchII3D. I'm deffinitely going to add more details to the metals especially the bumpers. Once I'll export this base HP model into ZBrush I plant to make those bumpers to look more like it was creataed from different metal pieces welded together, so there are going to be a lot of welding seams, bumps and dents, bullet holes, scratches and all the small details.
And now here's a small update. I'm pretty much done with the interior
maverickhornet, I use curves to model cylindrical shapes like wires and the roll cage. For the car body I prefer patch modelling starting from a single plane. I've never tried to model a car with curves, so I don't really know which way is better. Patch modelling works for me just fine. Hope this will help you
Hey, everyone! Didn't have time to work on this model for a while, but now I'm back! This time I'm done with the drive train. Took me some time and a lot of reference photos to figure out all the mechanical parts. I think it works. I'm sure in real life this vehicle would fall apart on the first bump, but hey it's an art. Most importantly it looks cool and believeble enough I think
Beautiful! Amazing! Never though about modelling a car with patch modelling but now that i think about it, it sounds right, and even better for sub-d purposes
Goddamned Photobucket and its image bandwidth BS for free accounts screwing up all my images in this thread! Have to wait 2 weeks for it to reset! I'm going to use dropbox for now then
Anyways, I decided to remodel the supercharger on my wehicle. The old one didn't really look very interesting. Here's the new one:
Replies
anyhow, everything looks great, keep going!
@Christian Nordgren: if your after blueprints you could try this site mate http://www.the-blueprints.com/
@Christian Nordgren: actually if you'll open a link in my first post you can find the concept art for this vehicle and it also have orthographic views that I'm using
@PixelSuit: oh yeah, I'm a big fan of Polygoo's work. I have his portfolio opened all the time in my web browser and I'm drawing my inspiration from his works especially from his Dodge Charger for Ravaged
A small update. Still a lot of work to be done, but I think it's coming along
I'd love to drive this beast haha.
87roach, that makes two of us ha ha. I would love to have one of this in real world
And here's a small update again. Done with the rear wheel and a spare wheel carrier
P.S. I hope I'm not flooding this thread with tons of images...
But I feel its a little too high, and the side part looks really odd being not as low to the ground as the front and rear bumpers, you should add a side spoiler there.
Also the air intake is too long imo, and looks awkward, maybe make it go smaller towards the window.
So, here's some updates. I'm working on the interior now. I'm done with the steering wheel, seats and the roll cage
http://i1182.photobucket.com/albums/x458/jonsautoyard/interior.jpg
Yeah I can't wait to get into texturing. I'm going to try using combination of dDo and had painted details for this project.
It looks like your creating it from a concept so take this feedback with a pinch of salt. But for me those bumpers and trims are hideous. The reason I say this is because it feels to much like it was specifically made for that vehicle. It could just be because its not textured yet but everything seems very nicely connected together. To me it doesn't give a sense that those bumpers where taken from another larger vehicle. The same can be said about other elements of the vehicle, you could potentially avoid making it feel like its been made in a factory and push more hap hazard repair.
This is just my personal tastes and opinions. I'm not sure what direction your looking to take. But right now it feels very Death Race and not enough Mad Max.
And now here's a small update. I'm pretty much done with the interior
Did you model the main body of the car with curves? Looking to start a vehicle myself soon and just wondering on the best way of starting out.
Cheers!
maverickhornet, I use curves to model cylindrical shapes like wires and the roll cage. For the car body I prefer patch modelling starting from a single plane. I've never tried to model a car with curves, so I don't really know which way is better. Patch modelling works for me just fine. Hope this will help you
About the texturing. Check out dDO. If you separate out your hipoly details, dDO will speed things up tremendously for you.
Looking forward to your progress.
Front Axle
Rear Axle
Drive Train
katana, here's the chassis
Anyways, I decided to remodel the supercharger on my wehicle. The old one didn't really look very interesting. Here's the new one:
Heavy armored version of the vehicle
Light armored version
Thre are more pics on my website. Don't wanna flood this thread with tons of pictures