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Corvette Model

polycounter lvl 12
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Csenary polycounter lvl 12
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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  • Csenary
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    Csenary polycounter lvl 12
    Messed up the picture uploads, should be working now
  • Csenary
  • gsokol
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    gsokol polycounter lvl 14
    looks like a good start. Looks like the hard line along the front fenders looks sharper than it is supposed to. Take a look at this:

    lingenfelter-zr1.jpg


    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.
  • silkroadgame
    Looks like the hard line along the front fenders looks sharper than it is supposed to.

    Agree with this advice,
    anyway,this model is a good start.
  • Le Mans Racer
    Csenary wrote: »
    front.JPG
    Csenary wrote: »
    I'm currently working on a 2004 Corvette ZR1 model and I would very much appreciate any advice on creating car models
    I think you should keep an eye on what car you're researching. You say you want to model a 2004 Corvette ZR-1 but there wasn't a 2004 model for the ZR-1. The recent ZR-1 was in production between 2009 to 2012 (C6) and the previous ZR-1 was in production from 1990 to 1995 (C4).

    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
  • Decoyz
    I think it's almost time for you to separate your mesh into different parts. At least once you get the basic form looking okayish in smooth mesh preview, but doesnt have to be perfect. It will help you get rid of unecessary edge loops which i am seeing. define where you want to separate the mesh Like the door, the bumper, hood, etc, into separate meshes.
  • s6
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    s6 polycounter lvl 10
    Not a bad start. Basic shape is solid, proportions look sound, but I would keep in mind the topology you will need to have in place to accomplish some of the defining body lines of the car.

    QJBTxzo.jpg

    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.
  • Csenary
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    Csenary polycounter lvl 12
    @gsokol I'll be sure to get that sorted out right away!

    @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.

    2009-chevrolet-corvette-z51-z06-zr1-photo-340363-s-original.jpg

    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!
  • Csenary
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    Csenary polycounter lvl 12
    Quick update, the front fender is still sharp but when I check the smooth preview it bevels fairly nice so I left it for now. I think I defined the shape of the car a bit better but I am unsure of the poly flow that I have now. The flow on the side where I put the triangles and also the poly flow right above the front wheel to get that definition in the design are what bother me.

    update.JPG

    update2.JPG

    update%20side.JPG

    update%204.JPG

    update3.JPG
  • cdoublejj
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    cdoublejj polycounter lvl 6
    Nice! Have you ever made any models for game and or game mods?
  • Csenary
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    Csenary polycounter lvl 12
    @cdoublejj Sorry about the very long wait to reply to the message but I actually have not made any models for game mods or full fledged games. Im a recent graduate and am hoping to get a job doing so! I have thought about making dota 2 accessories but haven't tried yet.
  • Csenary
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    Csenary polycounter lvl 12
    Alright so it has been a very long time since I have updated this thread so I hope it has been worth the wait. Any advice would be great to hear and hopefully the model is up to par. I haven't supported some edges yet so some areas may be a little too smooth but that will be changed soon enough depending on how many things I have to fix.

    3QuarterFront.JPG

    3QuarterFrontWire.JPG

    front.JPG

    FrontWire.JPG

    HighFront.JPG

    HighFrontWire.JPG

    side.JPG

    sideWire.JPG

    highSide.JPG

    HighSideWire.JPG

    rear.JPG

    rearWire.JPG

    rear2Quarter.JPG

    rear2Quarterwire.JPG

    Top.JPG

    topWire.JPG
  • Add3r
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    Add3r polycounter lvl 11
    Anchorman-well-that-escalated-quickly.jpg

    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.
  • Csenary
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    Csenary polycounter lvl 12
    haha that meme made my day, thanks alot! That's great to hear I really appreciate the critiques. I had a colleague look at the model a little while back and he told me the same thing with my edges and I have deleted quite a few since.
  • BI0PREDAT0R
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