Greeting players! I've recently started 3d modelling, this is actually my first thing ever. I started it earlier today and I'm hoping to get it in-game sometime in the new few weeks. The car still needs a lot of work, but here it is thus far: (blender screengrab, most recent) (quick render from sketchup + indigo) I'm using a combination of Blender and Sketchup, blender for more advanced stuff, Sketchup for fast mockups and planning. The car itself was originally based off an Audi A6, drawn up in photoshop, shortened with a new facia, but soon carried off in it's own direction. It doesn't have a name (suggestions are welcome!) and if this all goes well I may make more cars in the future!
Looks great, reminds me a bit of the two door sports car made by Mercedes (can't remember it's class, is it s?) Looking forward to a release
An update! I've smoothed out a bunch of stuff, so I decided another render was a good idea. Thoughts? Suggestions? All welcome! I may redo a lot of the body at some stage, there's a lot of bad areas haha.
Looks great for a smooth. I reckon the pillars could do with being a little bit more curved, they almost look a little straight at the moment. Looking good though
check out the tutorial for making rims...the lugs on your rims look like they are all different locations...and just some more smoothing, tidying up, the basic shape of the car looks great, amazing that it is your first model and your render actually is pretty good looking. love that chick over there, she is like "where the hell am I?" lol
It's okay, the rims weren't mine haha. I've yet to decide on what I want so I just grabbed a random set from one of my many folders - - - Updated - - - In-game rendering! Still a lot of work to do, fill out the suspension system, model the engine, transmission and exhaust systems, model the interior and do all that .JBEAM-y stuff. I also need to start thinking about a name for the vehicle, and whether I should start a fictional company for it.
Your model is really improving in the last shots! My suggestion is to start with less polys to get the overall shape, then add polys using slices or cut tool (sry I only know 3dsmax tools) and tweak to smooth out tight curves. Otherwise the number of vertices to move gets unmanageable and you end up with wobbly surfaces. Cars have very tightly controlled curvature and the glossy paint shows everything. A vertex +- a pixel in the viewport can show in the reflections especially with a high poly count. Also, try keep your vertices organized so that the face edges run in lines that run along and across the curvature, that way slight irregularities become much easier to see.
Very good model, it reminds me of a Celica (Because of the hatchback-esque shape and the hood) mixed with a Camaro. For the interior I'd recommend that you try mixing those two again
Update time! I've smoothed out the model a LOT more. I've made everything flow nicely, now I need to start on everything that makes a car work. EDIT: Another in-game shot. Showing planned scale of the car.
Wow, much better...it also reminds me a bit of the FRS/BRZ...in size and proprotions. Looks great in game, and you smoothed it out quite a bit. Coming along nicely. Try and use the Covet jbeam and heavily modify it. I find that people try to start from the beginning of the jbea process, only to find that the values are creating unstable or wobbly car bodies. The covet is Unibody with IRS and IFS. You could just change the shape and arrange the driveline etc. This is looking very good though. I have zero ideas for a name though, I have no creativity.