Too many polygons at this stage. Your poly management needs work too; your doors are looking very wonky. I'd suggest setting the Pivot Point to Bounding Box Centre, then Edge Loop Selecting (Alt+RClick) and aligning them along X and Z axis (S, then X/Z, then 0). Most of the loops should be aligned along X at the same time, Z individually. Once each loop is perfectly straight, set Proportional Editing to Connected, Edge Loop Select the bottom row, and move in along x axis, using the scroll wheel on your mouse to adjust the selection area of the proportional edit. That'll give you a nice, consistent curvature to your doors with perfect shading and straight edges. Wheel wells can be quite challenging, but I found a cheat's way that gives professional results. Starting from a front guard/quarter panel that doesn't have a wheel well cut in/shaped from existing geo, cut the shape of the wheel well in using the Knife tool (K), following your blueprint, but cutting where the curvature of the wheel well begins, not the wheel well itself. Keep the number of cuts relatively high, as this area really sticks out like a sore thumb when lowpoly. Once the edges have been cut in, delete the geo that you don't need there. Place your 3D Cursor at the centre of the wheel, then Edge Loop Select the new loop you cut in. Set your Pivot Point to 3D Cursor and extrude in, then scale before committing to the extrusion (E, then S). Scale your extrusion to the wheel well edge itself in your blueprint. Manual adjustment of your geo is usually needed for it to fit perfectly. Then simply add loops and flare your wheel well as usual. Note that this method will leave n-gons around the wheel well, which are sorted when the model is triangulated for export anyway.
That is some great instruction! thanks. Also, am i not supposed to make the door outline yet? just keep it a grid and knife in the details kinda like the wheel well? Or were you looking at this part needs improvement?
You don't have to do the door outlines yet. Doing the door outlines and such as I go is my way of modelling. Cutting them in later is just a different way of doing things, and it yields roughly the same result. Door handles and other minor details come later, I was talking about the shape and smoothness of the door itself. If you look at your rub strips and the bottom of the doors themselves, you'll see that they're not quite straight/smooth.
If there would be a rival car for older Ibishu Pessima by me, it would look like this: 1990 JMM Unow But won't be in game because I could not reach same level of detail than official cars (especially interior, suspension, engine etc) Also no enough time to learn that. Kinda unnecessary post, I just wanted to show my rival design for Pessima
That actually looks rather nice. The front reminds me of a 4th gen Toyota Celica. Did you make it from scratch or modify an official car?
reminds me of a old 323 That is really epic, shame you can't finish it, would be totally epic. something something yeah i know its rough on places, next thing to do before continue is lower face number. still, my very first model. I was around modeling before, but i never made anything
Yeah :/ // Nice Skoda, always appreciate someone making more normal cars than super cars. Will it have rust texture near that black trunk list..?