@above ummm, this isn't community screenshots, this is the development screens (meaning for progress on wip or wip-beta realeased mods)
I usually get bored after doing something for too long, so I've started a 2nd project to make along with my M3. I have a front fascia (almost done) and a rim. As I promised, no more crappy viewports. Here's my first attempt at a shaded render: Still better than Minecraft Also if you can guess the car from that I'll give you a fake virtual cookie. (van)
Is gray text something in your mind? lol Anyway, I'll just keep posting viewport pics. - - - Updated - - - Here's the rim I tried to render before: Still needs the bolts, but I think it's pretty good. And here's the front fascia (actually the bonnet ), only needs a lower lip thingy I forgot to make: I'm making the actual front fascia (bodywork) right now, but it's not done enough to post it.
You shouldn't model the individual bits... You should model the full shape of the car, and then split the mesh into the separate parts. That way, you get a general feel for where everything should go I say this because every project that starts with a hood ends up dead
I decided to start with the front, so I made the whole front part and then fuck it, I'm gonna split it because I can. I'm gonna make most of the body together, it's a box anyway. I decided to make the rims to have them in the proper wheelbase/track for reference.
Haha that's funny. Model the whole thing and first then split them up! That would almost be impossible, tell me, for example, if you model a nosecone and the lights, fenders, bumper, hood, etc, how in the world would you split them, because you'll have to model them close together. And you model one part at a time, like, model a fender (mirror it) and then model the front right light ( mirror it) model the right door (mirror it) and that process. But remember to divide the mirrored objects up into different parts, for example, if you model the right door, make sure you split it and separate the two for it to be "_door_R", and "_door_L". And so on. Sent from my iPod touch using Tapatalk
Yeah, I'm gonna add more polys on those areas. Not on the whole rim though, it's got 1300 tris and I don't want any more than that as the body will probably be quite high poly (corrugated metal). I used 32 sides for the rims, I guess that's fine? Some of Gabe's rims use 30. Speaking about corrugated sheet metal, I should just model it, right? The bodywork's a box, so polycount isn't an issue, and using normals would just look odd.
Your using blender right? If so, I make my rims a different way. Here's how I make mine. I start with a plane, remove the bottom verts and then shape out the shape if the rim, and then after I make the shape I want, I go to add a "screw" modifier, and then (be sure to remember what axis you put it on X,Y,Z) then go to axis and apply to the to axes that your not on and then it will make the shape of the rim. Then I flap normals, and make the edges smoother. And then I model the interior of the rim. Sent from my iPod touch using Tapatalk
I'm using 3ds Max, actually. I don't like Blender. What I do with my rims is model them from the outside in: I make a cylinder, delete all the inside and the side polys, and leave a flat ring. Then I make new ones inside of it, give them depth, then make the outer part of the rim. For the M3 rim I made a single spoke, set the pivot to the centre of the rim and clone-rotated 16 more. For this one I split the rim and made those hollow parts.
Made a simple bumper, put Rockcrwlr's MTRs on, and decided to make a render, this is really coming together. (imported from here)
I also make one spoke and then I use the array modifier in blender, then I a plane arrows and then copy one then rotate on the "X" axis and then add the count into the array then the rim is done. Sent from my iPod touch using Tapatalk
That looks amazing What's the poly count though? Some things like the leaf springs look really detailed.
Damnit man your getting great! Man I love the detail in the axle and leafs and the tires! Your doing great here. Sent from my iPod touch using Tapatalk
@Holland, bluescreen, mrlinux Everyone's workflow is different. Some model each part individually, while others keep the bodyshell as one piece, then separate. I follow the former workflow, so I don't have to piss about adding edgeloops to define panelgaps. The polyflow is arsecake though. Maybe I lack talent. Hue.