I think each segment of grid is 1meter^2 in blender. So you may want to scale the car down a little, it may help you with getting the scaling correct since you can measure the width of the car. By grid like structure i believe he meant like this: (image is by gabester from here: http://www.beamng.com/entries/40-A-look-at-vehicle-workflow-Part-1)
So, I was going to wait until I had the floor done, but I want some feedback on my project so meh, here's some pics. I've disabled shadows because 3ds max viewport shaders are terrible and it just makes the model harder to see. I'm working on the bonnet right now, to make the front of the frame a bit easier to model, as I've been having problems with that. (rage) Ignore the front frame part, it's a placeholder. That's why it looks so odd. Here's a wireframe, too: Any feedback or tips on how to make that frame (The bit right below the windscreen specifically) are welcome.
That is looking very nice. Poly flow is good too. Keep it up, im sure you will nail the front end in good time
Take a look at the wireframe pic I just uploaded, you'll see how the polys look like. I might be using a bit too many polys, but I'll optimise later. I'm new to modeling as well, so I'm trying to keep everything to quads (rectangle-shaped polys) as they're much easier to manipulate and UV than triangles, plus they provide better shading and deformation. It's very useful to look at tutorials and documentation. There are a lot of Blender tuts around BeamNG (no use to me, I'm on 3ds Max), check them out. This is actually my first car model apart from a low-poly truck I made, but looking at tutorials and program reference really helps. I recommend you read gabester's guide as well if you haven't yet, it provides a lot of useful info on car modeling (aljowen linked it). Good luck with your car, I love the NSX - - - Updated - - - Thanks I'm going for the easier parts first, like bonnet/boot/spoiler etc. I might make the front fascia and fenders after the bonnet is finished so I can use them as reference. Last thing will be the doors (really hard to model afaik). I'm also planning to make a lower-poly version when I finish it, for people with not-so-great computers Edit: Those wheels though... They had to use BBS wheels right? - - - Updated - - - Quick question: What's the usual thickness of a car's panel (Bonnet in this case)? I'm guessing a few millimetres, maybe 1cm with all the structure and stuff?
Thanks. Not yet, The tires are not my main priority atm, I'm more focused on making the vehicle have more realism and looking and being more safe. Tires and seats and little stuff like that will be done closer to the end modeling.
Rear suspension.... I'm debating on whether or not to have a live axle or full independent. (imported from here)
Model is looking nice, i am looking forward to seeing this when it is done. But that bar at the rear doesn't look right, it currently has no structural purpose and doesn't look strong enough to have one anyway due to no triangulation etc.
Thanks for pointing that out, I'll have to do a cross bars there. - - - Updated - - - Look good for full independent? Its not near finished, just an ideaa.
I'd go live axle, there's a lot of full Independent stuff already ;p Sent from my HTC One X+ using Tapatalk
I built a really nice 8x8 chassis a while ago if you want it for reference nad. Sent from my HTC One X+ using Tapatalk
Holland that looks structurely odd go for a different design. Just cross bars on everything doesn't make it look necessary. Sent from my SM-N900V using Tapatalk
I'm working on the front fascia/grille part. (VERY unfinished, still needs lots of work) The grille itself has over 1k quads and it's not even finished... But it's pretty much the only part of the car with this polygon density. Apart from the wheels. I expect it to have ~1200 quads or so when finished.
I don't know how modeling works at all, but IIRC you can use a much lower poly count and bake in some uv textures or something. Not 100% though.