Good idea You cold also try designing a car on paper first, which might help you with visualising it in 3d...But first I would say work on your polyflow. Learn the fundamentals and then go on maing your own thing
I suggest you to use blueprints and make a IRL car model. Making something from your head right after you started using blender is very hard. Try to make something cubish like '80 volvo or chevy P30. And take your time, practice makes you better
Thanks As SoHigh said, its mostly your polyflow thats your problem. from what I see, the thing is that you've kinda moved around everything in 1 angle (ex from the front angle), but you haven't modified it from other angles so it looks weird like that. You'd probably be better off watching a couple tutorials on how to make a bit more basic models or how to model from blueprints. For example this is a very good tutorial : *LINK* And incase you decide you've learnt good enough here is a collection of blueprints from various sites that I have : *LINK* And a good website with blueprints : *LINK* Also besides that as a reference for you, this is my polyflow on the R30 :
http://darkscarab.com/view/43 is among the best beginner friendly tutorials I've seen that establishes a good foundation for more advanced modelling. I'm glad I found it early on my modelling journey. I encourage you to build as many cars as you can from blueprints, discover and experiment with new commands, techniques and modelling styles, and just generally broaden your knowledge. Designing off the top of your head is not a skill that comes easily. I started SSP2 much, much too early, and what looked correct and awesome back in 2013 was completely reworked because it was also totally wrong. The bodyshell you see on the right took about as long to make as much of the interior and mechanical components of the finished model, which are way more difficult and time-consuming. I peg this down to me leaving the model to rot for a year, then returning to work on it with a more sophisticated skillset. (imported from here) To clarify, polyflow is the uninterrupted rows and columns of quadrilaterals forming a surface, while polycount and poly density refer to the number and resolution of polygons in a given area respectively. There's no real correlation between the number of triangles in a model and its polycount; that's down to how detailed you've made the model. Ignoring the diagonal lines, you can clearly see the clean vertical and horizontal polyflow in the model below. I knocked this out in a matter of hours, but only because of how much I've practiced. I triangulated this model for presentation, which is not how your model should look until it's absolutely finished and ready for export. You should model almost exclusively in quadrilaterals. Some triangles are unavoidable, but it's best to minimise them as they interrupt your polyflow and can funkify your shading under some circumstances. (imported from here) edit: oh, go to hell razer you ninja
That's one of the things I've always found weird about modern 3D modeling: how everyone and everything (i.e. modeling software) pretends stuff is made from quads, while it's all converted to triangles for rendering eventually anyway. Oh well, guess I'm getting old or something. Anyway, here's a development screenshot, although I admit it's not the usual sort:
I'll begin by saying that working with quads is considerably easier than triangles; cutting loops or highlighting a row of vertices on triangulated topo would be nigh on impossible, as the 'polyflow' could be interpreted and oriented in so many different ways that it's not really feasible for the software to pick an optimal route to cut/highlight. AFAIK, it's not possible to render a true quad, so even when presented as one, it's still really two triangles tacked together posing as a quad. This is probably because the vertices that compose a quad are almost never totally flat relative to each other, so the quad must be 'cut' one way or another to represent the crease formed by the discrepancy in vertex position. But I suspect you already knew that.
Isn't this the Mafia II truck model? Sorry if not, I've missed alot in the last months Just reminds me of it here and there. The progress being made here really impresses me, and the quality of the work is just insane. Great to see the game living up so much in that time, thank you guys
You've been given quite a few good pointers, but I'll throw this one in there: https://drive.google.com/file/d/0B-YXNqqwOYFETXJBazFwLXV4dlk/view?usp=sharing I originally made it for and shared it with ktheminecraftfan to teach him how to start a car model and govern his polyflow. It's hardly perfect, but good if you need something fairly hands-on. This assuming you're using Blender.
My advice for modeling a car, especially a fictional one from your head, is to start with as few polygons as possible. Place 4 wheels at the correct diameter, wheelbase, and track width (for the car you're most closely trying to approximate) and rough out a basic shell. Take a good look at the proportions, and spend some time perfecting it. From there, start refining the mesh and smoothing out the shapes. My philosophy is to use as few polygons as possible, and once that basic low poly model is perfect, start adding more geometry to smooth it out and add detail. Only use as many polygons as you need to define the shape. When the design and proportions are good, you can start adding geometry to smooth it into the finished product.
Thank you guys for all the advice, I found it exceedingly helpful, and am applying it to my own models. I have since started a new project- a 2005 Acura RL. So far I have focused on applying key concepts in which are a necessity to a model. Most notably- Poly flow. Even though I am far from perfecting this, tips provided by the community helped me. I have avoided using many triangles, and also, I had no idea what polyflow was, until the concept was suggested by Zappy. So I would just like to give the forum an expression of gratitude for the knowledge which you guys so graciously donated to me. I would probably have given up without the support from this community. Anyways, for the sake of staying on topic here is a preview of my model.
Tiny rock, anybody? It's 1/4 the size of rock7, the current smallest rock, with a scaled jbeam to match. Gonna remove some nodes to get the weight down. I can proudly say that I made this mod (so far) completely on my own over the course of about an hour. Mainly because the BeamNG team already did 95% of the work.
Been working on a map... Some WIP screens. Hope you guys like. Also, the map won't save as an mis file and it will not export as collada. I click "save as" and it doesn't save in the location I asked it to save in, it doesn't save at all. Help needed asap