Hey guys, Well i have finally taken the plunge and have decided to try and make a vehicle for BeamNG, This is my FIRST attempt at even 3D modeling a car, my first time in Blender and damn its a hell of learning curve. This is a long term build, and as my first car its not going to be the same sort of quality as some of the cars here, but as my skills improve, that's something I can add in future. Just to mention that i will also be trying to learn JBeaming so therefore i will attempt to scratch build the Jbeam. So, this is what im looking to build... (imported from here) (imported from here) (imported from here) Aaaaaaaand this is my progress so far, (imported from here) (imported from here) (imported from here) (imported from here) Any and all comments and criticisms are welcome and appreciated.
hahaha thanks guys, i will do my best to see this through.... Soooo was having issues trying to figure out how to make my "shell" curve to the shape of the car, so have had a rethink and started afresh.... (imported from here) (imported from here) (imported from here) This method seems to be working well and i am hoping i can kill 2 birds with one stone, i.e. modeling and shaping at the same time
hey man, nice job but there are way too many polys, try to lower how many you have so the product comes out smoother and more fluid. a good modifier is the subsurface modifier, i always use it and my product always comes out perfect.
Thanks guys Nickzeboy, thanks for the tip, i added that and my reaction was "Hoooolysh*t" i think its time the polycount went on a diet!
Oh for god's sake, honestly? I know you are starting a fresh but to be honest this is not a model that is even close to being good, and people are saying it is. I don't want to insult you but the poly flow is all wrong. I'm obviously not very good at giving out constructive criticism to people because I'm good at pointing out flaws (the easy bit) and insulting people (God I'm a dick) but when it comes to actually trying to help I always get kind of bad because I'm not exactly an experienced 3d master myself. However, while bullshitting on about criticism here's what I thought about: Basically what you've got right now is a bunch of squares with the shapes of a car cut out (don't worry, I did this the very first time too) in 2d. What I learned was a good way of starting is by beginning with the hood and then slowly building the fenders from that base and then eventually building the entire car. Which is using the sideview along with a front top and back view too, to get the 3d shape into all of the mesh. i don't know, maybe follow my advice, maybe don't. I'm kind of a dick when it comes to this on other forums and generally get ignored by the OP (Who I like to think doesn't take lightly to criticism but is probably just scared away by my dickiness and horrid advice). But enough of my nonsensical boring rambling this comment has to come to an end. If I'm being a bit too much of a dick just tell me.
Hey FreakyDeakyDutch As I said in my first post, ANY criticism is welcome, i'm an absolute beginner when it comes to all this, so different methods and suggestions are valuable to me. Yeah maybe your as subtle as a lead brick, maybe things can be worded differently, but you didn't just slate it, you offered a way to improve, and that's what matters to me. So cheers
Go for a poly count like this, but slightly higher (picture from : http://www.turbosquid.com/3d-models/3d-chevrolet-monte-carlo-ss-model/509033) (imported from here)
The poly FLOW is actually reasonably good. He's just using far too many of them Especially for a car like this, the polyflow SHOULD be very grid-like, just squares, as long as it follows the lines of the car. I think for an early attempt at modelling, he's doing pretty well As for subsurf modifier: Don't use modifiers till you're good at modeling. Subsurf will hide some flaws and make you not care about polyflow as much when you just start, because you won't know what to look for. If you first learn how to make high poly models, and become good at that, then you can start to use subsurf and turbosmooths and all that kind of stuff, because you'll know how to correct that massively high poly model. But for reference, the model Dummiesman posted is a good example.
Oh, And FYI, That (the blue one) is not an '86 monte carlo. It is a 1985. check the tailights. They slant back in where they meet the bumper. Same with the trunk.
You should also make the Buick Grand National and the Buick Regal, since they are very similar, or probably just the same car with different interior trims.