::voff:: I'm working on a website for my portfolio. Right now, this is my only work online at the moment.
::blitz:: thanks for the encouragement:)
::JonathanF:: that steering wheel was fun. I think i'll revisit tho. I have an idea to make it look more like tied down/wrapped around leather cloth.
Thanks!
-Phil
I probably said this before but your modeling skills are outstanding and I'm a fan of your work. How did you model the details in the steering wheel grip?
Fantastic work, I used to drive a 72 Beetle so this is particularly awesome to me!
Couple crits, which may be irrelevant as it's still wip.
Firstly, tyre width. If it's gonna be a 'stock' Beetle, I think you'd get a nicer look with some skinnier tyres. The ones one there right now look very much aftermarket, but the rest of the car looks stock. If you intend to keep them looking aftermarket, I'd consider dropping the ride height since that's usually the first thing to happen on a customised Beetle.
Secondly, I never spent any time under my car and I'm no mechanic, but those two pipe shaped bits on the underside aren't for the exhaust are they? Remember Beetles are rear-engine (I'm pretty sure you know this already).
Lastly, two things which I remember fondly from my Beetle which would help set this interior off is the door pockets which are like these baggy vinyl things with elastic at the top. And also the grab-loops on the inside of the door pillar. They'd be visible from the outside also which would add a bit of authenticity.
Looking forward to seeing this progress for sure..
Excellent comment on the tires. I'll definitely use that crit before wrapping up the highpoly. Not sure which way I'll take it yet but I think I'll keep it rather stock looking.
The two pipe shapes are part of the frame which the transmission mount to. I'm still deciding if I want to build the engine in full or just pieces visible from the bottom.
Hey thanks for the comment! always cool to hear from another beetle fanatic.
-Phil
Fantastic stuff in here, great attention to detail, the helmet for instance, along with the motorbike feel very authentic.
The highway piece looks great too, whats interesting there is that it looks like it would support a lot of modular variations if you cut on the lowpoly at the divides on the pipes so you could turn then different directions, split them off on their own, make skewed and splayed busted versions or support+pipe versions all for the same price of the original texture.
What are you aiming toward with putting together a new portfolio?
::ajr2764:: Hey friend, I made a lil tutorial on the steering wheel. Please excuse my terrible handwriting! Hope it is useful. I can elaborate if my tutorial is confusing.
::Kevin Johnstone:: Oh snap!! (srry, big fan!) Hmm, interesting points for the highway structure. I wanna spend a little time making a highway to run over the top of the structure. Thinking modular would help in making a unique highway system. And since it's nasty and old looking, I think busted versions of pieces would be a nice match. Thanks for the advice dude!
My aim for a portfolio? Well, I have a great interest in environment's, vehicles, and props. I grew up in the garage, literally!lol I love hard surfaces as much as organic surface. I my short term goal now is to build a portfolio filled with a series of pieces that show off a skillset geared toward environment art. Or rather props and modular pieces of environment. Like for the beetle, I want to be able to sprinkle the model across a map using as little as a door or a wheel or just a stripped frame or a combination of pieces.
or you could bake that to a flat plane and tile it along your lowpoly geo. Seems silly to high poly something as easily repeatable as that. But just my 2 cents. Ur way works too.
::AlecMoody:: Well, that's another comment on the fat tires. I'll fix that for the next update. I may just thin the front tires, kinda like a drag beetle. My old beetle had a size bigger in the back. Thanks dude.
Here's a new update. some interior work and minor detail. Still need to clean up some pinching and other little nasties. getting there...
Wish you had wip's of the beetle, I still really want to work on my car modeling skills, can you suggest any good car modeling tutorials (free or not)? Love your work!!
Nice bug! On the wheel comments, wide arch filling tyres are common on 'German Look' beetles like: but these tend to be on larger rims, 17" or so as opposed to stock 15" which would typically be a 4 bolt design not the earlier 5 bolt as you have, which might be more typical of a 'Cal Look' beetle which suits your later upright headlight model beetle model if you were to remove the chrome trim and bumpers/ lower the front and stick skinnier rims/tyres there too.
There are lots of different style cues VWs follow and it would be pretty easy to miss them just looking up references so. Hope I am of some help/info?!
::islipaway:: SO there are vdub fans out there!!! excellent feedback friend!! after that crit I feel like my model is way broke.lol thanks for the visuals and explanations! I'll definitely use your feedback. Much appreciated:)
details. worked on wheels and tires to match islipaway's 2nd refrence image. is it there? can I get another eye?! also, many smaller details pulled from a number of refs. This bug is prolly closer to a combination of many styles, models and years so... Anyway, on to finish the interior!!!
That car is sick! You should definitely do some renders and show off all the work you have done - especially, since you modeled out the engine and everything.
Great thread. You have really nice pieces here. I love the backpack, wanted to make one like that myself lately.
Is the beetle made purely in max? Feels like you used ZBrush too (could be just the render though).
Awesome, I'd drop the nose and raise the rear of the beetle a bit to give it a 'raked' stance to make it look dead hard!
The rear lights look like those from a new beetle but the real ones from that era of beetle are pretty horrible looking so I'd leave them as is, but for reference:
::islipaway:: Raked it is! I think that will make it mean looking. thanks for sharing, love it. So here was my reference for the tail lights. Originally I had the traditional super beetle light fixtures back there but decided to switch while coming across these references. After you pointed out the tail lights and a 2nd look at my reference... they are still off. Cool, thanks for the crt. Will tweak these points and move foward!
Very cool stuff man! Clean bakes! Was surprised when I saw that monstrosity, you're pretty versatile! Oh... and a very good eye for detail, you soak up every detail you see in reference shots.
Have you ever challenged yourself to make something really low res and with tough restrictions both in time/texture size/polycount? I'm just wondering since all the stuff is pretty high res and mostly works for next (current?) gen games.
Just wondering, cos you obviously nailed the quality department but what about efficiency?
::Chimeray:: I wish there were more hours in a day lol. We're crunching at the studio so not much time to play when I get home:(. Luckily, It's been snowying like crazy the past week here in Dallas so I had a like three days off to have some fun. I finished the hipoly, lowpoly, unwrap and bake! .
::Zelenkov:: haha, thanks bud!
Replies
That bridge thing is beautiful, hope u can show more of it.
really really nice!
Keep going
::blitz:: thanks for the encouragement:)
::JonathanF:: that steering wheel was fun. I think i'll revisit tho. I have an idea to make it look more like tied down/wrapped around leather cloth.
Thanks!
-Phil
Couple crits, which may be irrelevant as it's still wip.
Firstly, tyre width. If it's gonna be a 'stock' Beetle, I think you'd get a nicer look with some skinnier tyres. The ones one there right now look very much aftermarket, but the rest of the car looks stock. If you intend to keep them looking aftermarket, I'd consider dropping the ride height since that's usually the first thing to happen on a customised Beetle.
Secondly, I never spent any time under my car and I'm no mechanic, but those two pipe shaped bits on the underside aren't for the exhaust are they? Remember Beetles are rear-engine (I'm pretty sure you know this already).
Lastly, two things which I remember fondly from my Beetle which would help set this interior off is the door pockets which are like these baggy vinyl things with elastic at the top. And also the grab-loops on the inside of the door pillar. They'd be visible from the outside also which would add a bit of authenticity.
Looking forward to seeing this progress for sure..
Sweet!! My first car was a 72 superbeetle.
Excellent comment on the tires. I'll definitely use that crit before wrapping up the highpoly. Not sure which way I'll take it yet but I think I'll keep it rather stock looking.
The two pipe shapes are part of the frame which the transmission mount to. I'm still deciding if I want to build the engine in full or just pieces visible from the bottom.
Hey thanks for the comment! always cool to hear from another beetle fanatic.
-Phil
keep it up man!
The highway piece looks great too, whats interesting there is that it looks like it would support a lot of modular variations if you cut on the lowpoly at the divides on the pipes so you could turn then different directions, split them off on their own, make skewed and splayed busted versions or support+pipe versions all for the same price of the original texture.
What are you aiming toward with putting together a new portfolio?
::ajr2764:: Hey friend, I made a lil tutorial on the steering wheel. Please excuse my terrible handwriting! Hope it is useful. I can elaborate if my tutorial is confusing.
::Kevin Johnstone:: Oh snap!! (srry, big fan!) Hmm, interesting points for the highway structure. I wanna spend a little time making a highway to run over the top of the structure. Thinking modular would help in making a unique highway system. And since it's nasty and old looking, I think busted versions of pieces would be a nice match. Thanks for the advice dude!
My aim for a portfolio? Well, I have a great interest in environment's, vehicles, and props. I grew up in the garage, literally!lol I love hard surfaces as much as organic surface. I my short term goal now is to build a portfolio filled with a series of pieces that show off a skillset geared toward environment art. Or rather props and modular pieces of environment. Like for the beetle, I want to be able to sprinkle the model across a map using as little as a door or a wheel or just a stripped frame or a combination of pieces.
So here is a small tutorial...
Here's a new update. some interior work and minor detail. Still need to clean up some pinching and other little nasties. getting there...
Well, the holidays are just about done, yall know about that. Here are a few updates!!
Some more work on the beetle. Mostly suspension, engine and transmission.
Sculptris sketch of a raptor. about 2 hours worth anyway.
Here is a side project. Just felt like doing a quick fast prop to go through game res process.
Great stuff, keep updating!
There are lots of different style cues VWs follow and it would be pretty easy to miss them just looking up references so. Hope I am of some help/info?!
::Zipfinator:: thanks man, yes, all 3ds and textured in photoshop.
You had better do some sweet high quality renders of that buggy, all that detail shouldn't go to waste!
Is the beetle made purely in max? Feels like you used ZBrush too (could be just the render though).
The rear lights look like those from a new beetle but the real ones from that era of beetle are pretty horrible looking so I'd leave them as is, but for reference:
Have you ever challenged yourself to make something really low res and with tough restrictions both in time/texture size/polycount? I'm just wondering since all the stuff is pretty high res and mostly works for next (current?) gen games.
Just wondering, cos you obviously nailed the quality department but what about efficiency?
Keep rockin'! Would love to see more of this.
::Zelenkov:: haha, thanks bud!
minor crit. add a few more polys to the glass of the headlights.
keep on !