first time modelling a vehicle, probably could have chosen something a little bit nicer but whatever.
at the moment, im a little stuck on the headlights, and the curve of the windscreen. im not planning on modelling the interior, so it'll be interesting to see how to render it without that. im also trying to work out how to do the bottom of the vehicle, as some parts will be seen through other sections, such as the wheel arches.
references for the headlights and screen:
and for the rear and visible engine parts:
current progress:
at the moment, its somewhere between high poly and blockout, with some things still needed to be added.
- wing mirrors
- vents
- engine modelling (can be seen through the rear mesh )
- detailing
- sort the curve on the rear bumper.
any sort of crits or advice will be appreciated!
Replies
Specific things I noticed. You should take your model back to a lower poly. There's a lot of inconsistencies with the model. The back bumper next to the tail lights are shaped differently from the reference image. Your model is flat, where the reference is curved. Not sure if this was by design. A major problem people run into when first modeling cars is getting the side, front, and back to match up, but the actual panels on the car themselves are too flat when they should be more curved. One way to figure out how curved things should be is to get tons of reference of different angles. Looking at the reflections can provide clues too. It's good to have front, side and back images in your scene so you can model right over them in your orthographic views. Before you do that, bring your back, front, and side images into photoshop and make sure they're the same height and the landmarks like the headlights, top and bottom of grill holes, wheel wells, etc. match up so you're working off the same sized images. But, have a ton of 3/4 and whatever other angles you can find for reference as well. Also, it'd really help to see your wires as this is a major part of modeling cars. Your topology/edge flow determine how well your reflections look on your model
Cars are some of the more technical things you can model since accuracy and clean topology are vital for making a recognizable model with clean reflection lines. Good luck dude.
this is the wireframes.
i think in order to fix that back bumper its going to be a lot of vertex moving, but should be fine. thats the first major thing to fix on my list, as it kinda ruins the look of the car without it being curved.
curved the bottom of the rear bumper, probably not enough but its a start, and did the mesh grill. its not perfect, size of mesh is a little bit off, but it looks ok as if it was irl size i feel like it might be too small.
little bit more work on it today, need to work out how to do the headlights as they are the main thing holding me back from going high res.
everything else just about done, besides these damned headlights!
if anyone has any advice on how to make this sort of shape (and get it to fit in that hole in the mesh as closely as possible) it'd be greatly appreciated!
took a huge break from this and modelling in general, in order to come back to it with a fresh mindset, which has worked out well for now.
current progress.
still having a bit of trouble with the headlights, but that is the last large part i need to make before i possibly attempt the interior.
besides that ive been going through it adding small details, cleaning up geo, softening edges etc.
any crits/advice is appreciated.
current progress: