I am creating my first vehicle, and several people have told me i am not approaching it right or using the correct workflow. I've watched a couple car modelling timelapses and I guess i am just dense because I don't see what I am doing wrong. For me I always block things out with basic primitives and use lots of placeholders, then model things part by part, eventually making a high poly by using subdivision surface. I am modelling a GMC Canyon 2015. Here is currently what i have so far:
What am I doing wrong with my workflow/approach?
Replies
What exactly is wrong with this approach from the perspective of those people?
Do they have other approaches in mind for car modeling? I suggest watching vids of other workflows and decide for yourself.
First you'd want to have a low poly blockout with clean topology, but no subdivision so that you can see all the shapes of the car and can modify the proportions easily if something feels off. Something like this: https://skfb.ly/6VD9R
After that you can start adding detail for subdivision (support loops, proper curves...) but keeping it one piece without cutting the body panels.
After you got all the proper surfaces defined you start cutting the panel gaps and adding support loops around them. This way you make sure that the reflections flow properly from panel to panel. At this point it is a good idea to keep the uncut mesh as a reference to use shrinkwrap over it to guarantee 100% perfect reflections.
A very good course on car modeling that uses a similar workflow to what I mentioned is this: https://cgmasters.net/training-courses/master-car-creation-in-blender/
This is also an interesting read: https://80.lv/articles/vehicle-production-for-games/