Original thread can be found here:
http://www.polycount.com/forum/showthread.php?t=136410
I want to complete this piece for my portfolio. I am still learning how to do hard surface modeling in Zbrush. Mostly what I have learned is what NOT to do and what doesn't work. A lot of more work to do on this. Comments and crits welcome.
Mood boards:
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On a side note, I like the body shape design but the window shapes, size, and placements do not make much sense and fit the body very well in my opinion.
Yeah, there is lots of waviness to the mesh. Working in DynaMesh seemed like a good idea, as it was the best way for me to preserve the polygroups. ZRemesher tends to clean it up some, but with twisting to the edgeloops. And I am staying in DynaMesh so I can still do cuts and such.
The concept of the car is of armored sports car. One with a core or cab that would be heavy steel with thick glass panels and the hood and trunk being lightweight composite armor. Theory being to offer the driver the most protection and save weight on the other shit. The two styles, of race car meets armored car I had trouble combining seamlessly. One or the other seems out of place, so I just decided to move forward and complete it anyhow.
Oh!, those hood vents are shit, I am going to replace those. That happened from scaling.
Wires:
+1. There are all kinds of things to practice sculpting, but at this point its more like going against the software's strengths just because. Remember the "art" is the goal, which software you use is only a means to getting there.
In this example here you can see that the Batmobile is fully armoured, it's consistent, there's no clash in its design. The sports car element is relegated to the silhouette and layout of the car , whilst also retaining the hard angles you'd normally associate with an armoured vehicle. The car looks like it can take a punch, whilst also being speedy.
I recommend removing the curvy sports cars from your reference and instead use cars such as the Egoista and Aventador. Also look at other military hardware such as fighter jets to give you an idea of how something can look armoured but also sleek.
I'm not too keen on the airless tyres either. I understand their purpose, but they make the vehicle look weak.
Also, recommend not using Zbrush.
@ BeardyDan Thank you for your honest and fair crit. Changing the cab, specifically the windows will make the car better looking and more consistent. I'll go with a simpler and cleaner look. I'll remove some of the hood to expose armor under it. Now, I'll say the hood and rear is just there for aerodynamics. Retaining the curved shapes should help to define what is and what isn't armored.
Using the batmobile and lambos for ref would be a drastic departure from this design. Both being refined, sophisticated vehicles and the most expensive feats of engineering money can buy. I love the batmobile, especially the Michael Keaton one. For a different car, this would be a excellent direction.
I am going for an unrefined creation. I'll block it out enough to make that clearer.
Small update, I am still trting figure out the best solution for edge flow where the windows meet the doors.
Can't wait to see more!
As an experiment, do a render from the driver's eye position, looking straight ahead, and overlay that onto a first-person scene from any driving game. Could you really play like that?
Some updates:
Seeing how things look in zBrush.
These For the front tires. I am going to remove the seam between the sidewall and tread. I am going to use the knobby tires for the rear.