It only lets me "subdivide" one side of the cuboid. Nothing else. Yeah maybe I'm just stupid considering it's my first time modeling a car in Blender. --- Post updated --- Also I will try to update the progress of the modeling everyday.
You need to learn shortcuts and everything, look up blender tutorials/car modeling tutorials on youtube.
That is more user error than a program issue in this case You can't subdivide a triangle (tri) or a mesh that isn't there, just like on your pic. The minimum needed is a rectangle (quad). The entire side of the mesh should be filled in because right now it's pretty much a whatever. You have to remove all the horizontal edges on the "front" face except the very outer ones, by selecting each edge using the Edge select tool & then dissolving them. After that, select the 4 corners of the missing face on the side & press F or Alt + F.
Day about 10 or something of me trying to model, this is supposed to be a Yamaha Timberwolf 250, honestly gets easier after a bit
You made more progress in 10 days of modelling than me in over a year including a dedicated Blender course at university... How??
Day 2 of trying to model a 2017 Chrysler 200: Actually, Blender isn't that crappy With the help of my brother, I managed to make the cuboid "kind of" look like a car.
You shouldn't start from a cube. Instead, get a blueprint of the car, go into Add>Image>Reference and select the blueprint 4 times. Then, line it up so that each side is in the correct orientation and position. Then add a plane, go into edit mode and delete all but 1 vertice. Add the mirror modifier, and move the vertice to a point on the roof. Press E to extrude it and continue the shape. Use the orthographic views to line it up properly on all sides. Make sure to have enough vertices so that the part can deform properly but not too much so that it doesn't spike.
You can also select 3 or 4 vertices and press F to fill those with a face. You can fill with more than 4 but it isn't recommended as it'll look very weird. Also, you should select all the vertices, go into face>shade smooth. And add an edge split modifier, you can then also select edges and right click>mark sharp to force it to split these edges. --- Post updated --- And do you see that magnet icon in the top middle of the viewport ? Click on that little arrow and select snap to vertices. You can then activate and deactivate it by pressing shift+tab. It's REALLY useful when you want to make sure a group of vertices are in line with each other.
I really don’t know what to say. But I don’t think that’s how you model a car? I don’t know if that’s true
Yeah I tried that technique and it's a lot harder that it seems, super easy to make 1 mistake that will force you to redo almost the whole thing from scratch, with the way extrude works. And also interpreting blueprints, even the highest quality, can be hard to tell which line is at what angle exactly.