I am currently working in Maya to create a high poly recreation of an Audi Quattro, and need some help when it comes to practicing good workflow. I have collected references, found a blueprint, and blocked it out. I have started working on the wheels, but I think that I need to focus more on creating good topology to start turning it into a high poly (I do not currently intend on creating the inside). I will update this thread as I continue to work, but any advice would be greatly appreciated.
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The problems I am now encountering are with keeping consistent edge flow on the more complex parts of the car such as the wheel arches. I am also not accustomed to knowing where to put breaks in the surface. I hope that by using curves, the realism of my vehicles increases.
When you're done with the main shape you start adding loop cuts giving it a better silhouette and adding details like handles and so on.
This is what I'd try to achieve first. Notice how the loops try to follow the shapes of the car and the cut on the door. It's still connected to everything else in order to keep good flow when it comes to separating it.
Today I sat down and thought about the flow and started bringing the shell together. Thanks to lluc21 for suggesting it to do it like this. It's much easier to see where I am and where it is going.
The windows are place holder for now. I have learnt so much from this already, I can't wait to do it again!
I'd also try to make the topology be a full loop around wheel arches and round elements, just like you have in the corner of your C pillar, even if it is a separate piece, it will help with reflection consistency.
It will be easier to see reflection imperfections if you use a glossy material while modelling.
My aim with this is to create a high poly for rendering. I have done something like a shader and decals before, so I am looking to make a race livery. Looking at this sketchfab example, I will separate the maps into different sets and give pieces equal UV space. Is this fair to say? I intend on putting it in an Unreal scene to render it.
I intend on using this model website's version:
It also has the colours on the website I can use.
I will address issues as they arise but I don't think that redoing my topology is currently an issue.
Today I have tested it in Unreal to see what aspects I need to address before unwrapping.
I unwrapped the shell and removed the parts you couldn't see. I still need to optimise the topology of the shell for the final version by removing unneeded edgeloops. I have recreated the wheels which are going to be a bake of the previous high poly.
I will be working on this today so I will post my progress.
(The shell alone is 93k tris alone)
Or is this okay since I want it to be a really high detail render?
I could also have 2 versions: One high poly and the other optimised.
I have decided to use the lower poly model to render and use the high poly shell for baking.
I will only unwrap the painted area and use shaders for the plastics and other details.
Unwrapping has taken me a while today as I am trying to make sure I get everything right.
I spent the morning creating the high poly shell with colours for the ID map, so next I can pull it into Substance. I will also need to mock up the logos and text for using in Substance.
I feel this is finally gaining traction so I will devote as much time to it as I can before I leave for Christmas.
As you might see, there are some issues I need to fix with the paint around edges. I also need to cut in the exhaust to the rear and add the spoiler to the painted shell. I also need to clean up some awkward hard edges around the car. I am also thinking of modelling fender flares, but I'm not sure it's necessary.
I will then UV unwrap the details. I also want to create a tiling texture for the lights but that might have to be a push goal.
I am also searching for an image to recreate for rendering.
For now I am happy with my progress and can't wait to see the finished piece!
Since I can't download Megascans on Uni computers (different version of Unreal), I will continue that at home. For now I have put it into the free Unreal studio scene from the learn part of Unreal Marketplace and moved some lights to properly illuminate the car.
There are still clearly some major issues I want to address after the deadline. Considering the shell, I feel as though I have learnt a lot and am happy with the outcome.
Please tell me what you think. I've been looking at this for so long.
Some issues I already want to fix: Inside the wheels/underside detail, details (wheel bolts, fuel cap, windscreen wipers, number plates, lights) and shadows.
Also, the aliasing on the paint in spots like this need to be fixed, I'd say.
Also, I'm not understanding what this piece is. I know it's to attach the headlights, but I've never seen a part like this. Do you have a reference for this part?
Cars looking sick btw. I think it needs more work before it would be a portfolio piece though.
I basically guessed those little parts. This is the best image I had, and I couldn't really work out how they were actually attached.
Any help with this would be appreciated! How are they attached to other cars?
I'm going to re-render it today in Substance, Unreal again and possibly marmoset.
I also rendered it in Substance Painter.
Please tell me what you think. I plan to continue working on this. Does it come together overall? Is it believable? Thank you for everyone's feedback so far, it has helped me immeasurably!
The model is also on Sketchfab for you to inspect.
It is also on Artstation!
Regarding the headlamps, if you google for reference images, use search terms such as "rally headlights". Competition is fierce when it comes to modeling cars, don't make up how something works. People will spot that from a mile away! Take your time to learn how things attach properly, it'll bring your stuff to the next level.
Yeah, I focused too much on the shell and didn't give enough time for the details.
I realised with this project how important using reference is for making a car look believable.