Hello Polycount! I've been using this website for a while now but haven't actually posted any of my work yet so I thought I would give it a go. I'm currently working on a 2004 Corvette ZR1 model and I would very much appreciate any advice on creating car models and if my model is on the right track. Thanks!
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As a matter of fact...your missing those lines entirely...there is that nice crease from the rear that fades off on the door, then another hard line that bubbles up over the front tires and softens across the fenders.
Agree with this advice,
anyway,this model is a good start.
Also, you've got reference images of several different Corvette C6 models. Your main reference are of the ZR-1 but I can can see photographs of the C6 coup
They are almost compound shapes that are intersecting with each other, rather than one long flowing shape. and before you nail spots like that, I wouldn't split it up into multiple panels. I would personally get the entire body to a point where it could be subdivided and everything flows together and looks correct then simply cut in and support your panel lines. It will be much harder to fix the flow of some shapes after you split them up.
Keep up the hard work! Looking forward to seeing this develop.
@silkroadgame thanks!
@Le Mans Racer oh man thanks for correcting me. I have been searching for the 2008 zr1. I accidentally took the year off another corvette schematic I have when I was writing the description. Silly mistake. As for the reference in my scene there is a zr1 at the bottom of the other two corvettes that I was using as additional side reference.
Thank you for that fix!
@Decoyz I should split the mesh up? I was going to do it all as one piece. When I've looked at high poly models of cars it always looked to me that they were always one mesh.
@s6 You are speaking about the cut in panels on the door right? If so should I delete those and fix the body then go back to those panels?
Thanks so much everyone for the critique! Much appreciated!
Seriously though, bad-ass. Get that all textured up with some high res renders! These Maya view port grabs are not doing it any justice! I would watch for the tight edges though, the wheel port edges seem kinda tight as well as some other minor areas. If you plan to bake it down, would look into softening those up quiet a bit. Nice work man.