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Porsche 911 Turbo type 930

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JackyBoy polycounter lvl 10
Hi All,

I have decided to model a new car as my next project. I say new, it's from the 80's

I intend this to be a fairly detailed car then texture it with substance packages with some wear and tear details.

Here is what I have so far.

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My idea was to model out the main shapes of everything with good edge flow, putting edges in the general area of panel splits, then I will smooth once, then cut out details and body panels. Does this sound like a good workflow?

I also need to ask about this edge:

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I kind of arbitrarily picked a 10 sided headlight shape to start with, but now this edge doesn't go anywhere so doesn't smooth as nicely. Can I terminate this in a triangle earlier on? or should I just change my headlight to be 11 sides to make it fit in? just wondering what to do in this kind of situation.

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  • JackyBoy
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    JackyBoy polycounter lvl 10
    Small update

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    I have cleaned it up a lot more and created some different edge flow. I think my next step is to panel split everything. I hope to do an interior with open door shot, so I know I have to model the door and door sill properly, but how do I go about doing seams such as the bonnet? do you just give one a bit of thickness then have the other panel extruded in and going under the first?

    after split I will block out more details then smooth.
  • Jerry_Royals
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    Jerry_Royals polycounter lvl 3
    Hey JackyBoy,

    Nice progress, it's good to be aware of the edge flow and spacing. Make sure the car is smooth. Create a cube map in 3ds max to help see where any spots may not be smooth.

    A shell modifier can be used to add thickness and to add seams you can chamfer the edges and extrude in.

    Hopefully, I mentioned something that helps. I'm currently working on a BMW myself yet, not the interior.

    Here's my thread with more advice from others. The cube map instructions is on page 2: http://www.polycount.com/forum/showthread.php?t=147504

    Edit: If you have marmoset or something similar then don't bother with the cube map if you don't mind switching between programs.
  • JackyBoy
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    JackyBoy polycounter lvl 10
    Thanks for the reply Jerry! I tried exporting it to Toolbag2 and reflections all seem nice, but it is still fairly high poly atm, so that is probably why!

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    I have started fleshing out a lot of the details now, but mainly on the body.

    I am struggling with this section though:

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    I will extrude back to give it some thickness, but how do I add control loops to this section to keep that corner tight, but terminating them so that it doesn't mess up the rest of the shape?
  • JackyBoy
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    JackyBoy polycounter lvl 10
    Small update to get back into the swing of things. Started on the wheels.

    CgKKUuC.png

    Will do the rears tomorrow and show a screenshot with them on the car.
  • CandyStripes05
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    CandyStripes05 polycounter lvl 9
    JackyBoy wrote: »
    ...how do I add control loops to this section to keep that corner tight, but terminating them so that it doesn't mess up the rest of the shape?

    it's all trial and error, sometimes you can cheat it and just find a solution that makes for a smooth lowpoly even if it doesn't work out for the high you can just paint it out in the bake

    keep an eye on the top of the A pillar, got some weirdness happening but loving it so far man!
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