LASTES UPDATE
Hey guys, so I finally ended this year of school and now I have some free time to practice my modeling again. Since my PC is quite low end (trying to get some money to buy a new beast) I can't go with nice environments because they won't look good in engines (display driver sucks) and also it can't handle tons os polygons so baking things like procedural rocky walls and things like that would be a real pain in the a**.
So with that in my head I decided to start practicing with automotive modeling since the last and only one I did was quite noobish. I decided to give a try to a rather complex car, the BMW Z4 GT3.
My old car: https://danielperes.artstation.com/portfolio/pbr-honda-civic-1-6-crx-del-sol
So I wanted to firstly block the main base of the car and then go into details but I am not sure if that's how I sould do it or not.
Another question that I have is how should I achieve such details? I know I have to consider polycount but as this is a portfolio piece there is not really a need to be super worried about that, so, should I get those details (as marked in the images below) with normal maps or should they be in the geometry?
Also, should I start going for those details right now or do you think its easier to get the whole base of the car and then start going into details?
I know I don't have a lot by now but some criticism would be welcome
Replies
Block out then detail keep going it's a good start (Y)
Thanks a lot, really great tip also, concerning how should I do the details, I've seens some threads where people say cars don't really need normals maps because you can get preetty nice results with the base mesh, what is your tought about that?
He has a discount for students as well, which brings the price a bit below the $300 price point it sits at now.
I have been searching in the internet and the only one that I am finding is a 90 minutes free v
Some progress!
I am still thinking if I am going to go with a production mesh, that way I would go with a HP mesh only, I am considering this because I have lost good topology in some areas and the only way I can get that back is by making some retopology with the HP
Some stuff I've learned in my 7 years of creating digital 3D Cars:
First, find real pictures of the car. If you search long enough, you can find perfect front, back and side pictures of almost any car. Only use blueprints as a guide because they are way more inaccurate then a picture
Take a vert, trace all of the body lines, this way you can create a 3D blueprint. You can fix any perspective issues here. Trying to fix these issues after you start modelling, IS THE BIGGEST PAIN IN THE BUTTOCK EVAHHHHHHHH.
Then make a simple but a very clean block out of the car. Make sure all of the lines are correct, because once again, it is a pain in the buttock to change stuff after this.
Then once you get the basic shape out of the way, apply a Sub Surf, or Turbo Smooth layer. This will give you really nice smooth topology to work off of
Add more details, work from the big details down to the small ones. When the details get too small for the topology, then apply another subsurf, or turbo smooth layer.
**tip, when doing all of this, topology flow is sooooooooooo important. Make the topology follows the body lines. When I was starting out, I would sort the turbo squid models by highest rated then study their topology.
**The burnt out feeling, this happens to me when I spend months on a car. I pick a part on the car, separate it from the rest, then really detail it. I treat it as a different project. You can do this with rims, engines, seats, steering wheels etc... This makes it fresh!
I hope this helps! I look forward to the progress on your z4!
wow great tips! Some of them I can't use in this project because I am already in the detailing part but I will definitely get this anoted and apply it to future projects!
Well I started to define the base shapes of the car and now I am grabbing each one of them and detailing them, then I move to the next one and so on.
This is what my HP looks so far. I am still thinking if I will go with a LP mesh or not. Anyway, if I decide to get a LP mesh I will render both the Low Res Mesh has a game piece and I will also render the High Res Mesh as a beauty render (something I have never done before)
And this is the Low Poly:
And about thinking about whether to bake the high detail into the car or not. I would advise to do the exterior all geometry. If you do the geometry well enough you wouldn't have any need to bake more detail into it and even then I've noticed there's a lot of troubleshooting and topology optimizing to get a good bake and to me, when it comes to a complete car with large and curvy surfaces it just isn't worth the extra work. I only use normal maps for smaller objects within a car such as the lights, interior parts, tires and wheels. Most modern video games nowadays have their car tri counts almost at the 300k range (player model on ultra settings) so you wouldn't need to worry about putting that geo to at least on the exterior panels.
Hey, thanks for your words. I will tru to make a lower poly but without needing a normal map as you said, maybe I'll make a normal map for the tires and lights. Also, can you point the shoulder difference you talked about so that I can changed it? I don't understand what the shoulder is :x
https://www.artstation.com/artwork/0lBxy