Good start some solid modeling here. You should Add more polys in the back, the silhouette just looks boxy. I also see a decent amount of N-GONS on the back but at the side it is nice quad geometry
It's a solid start. Like everyone said though, you need to invest polygons where it will affect the most the silhouette. Your wheels, rims and around the wheels are probably the best part of the car. The general shape of the vehicle is really good for now, you just need to smooth it out a bit, and add more details.
Are you working with references? You could probably post them here so people can more easily give you feedback for what you are aiming for. You should probably have real photos for reference, but I would also suggest some other well modeled 3D cars ( with their wireframe ) to understand how they managed to get their result.
Also, like GrungyStudios said, be careful with the N-gons.
I'd add more scratches to the bottom of the dumpster. Imagine the whole thig being dragged around, pulled, and pushed constantly. A lot of scraping on the bottom I'd reckon.
Nice vertical stains! They make sense to me.
Also, I'd light it better to get a strong specular area from it, so the material is really communicated. And degrungify the background, it doesn't need to be that noisy and in some ways frames the asset in a noisy way.
What does your flat texture maps and reference look like? There's probably too much wear and tear/grunge. Reference is good for more than just modeling. Try and follow it with texturing as well.
Hi Tobbo, I haven't really got any reference images that I look at closely enough. I've just got a few ideas off of some random images and then created this. I thought I'd go with a 'slight futuristic' style. The reason why I thought I'd add a lot of grunge is because it has been abandoned.
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I'm curious as to how it's that much, your wires don't indicate it could be even close to that amount.
@ZombieDawgs - Most of the polys are in the rims but the entire body hits around 8K
The vehicle hasn't been completely modeled yet, there's a few more things to add in such as the interior of the vehicle.
Are you working with references? You could probably post them here so people can more easily give you feedback for what you are aiming for. You should probably have real photos for reference, but I would also suggest some other well modeled 3D cars ( with their wireframe ) to understand how they managed to get their result.
Also, like GrungyStudios said, be careful with the N-gons.
Good job, and good luck with this project.
Here is a Dumpster I have been working on lately. It has 484 Tris and a 2K map.
Nice vertical stains! They make sense to me.
Also, I'd light it better to get a strong specular area from it, so the material is really communicated. And degrungify the background, it doesn't need to be that noisy and in some ways frames the asset in a noisy way.