DanniBee's Workshop Hey, figured I might as well start a new thread since I posted some progress last night. I'm modelling a 1995 Rover 200, which at the time was one of the best selling cars in Britain, whether it was a decent car however leaves much to be questioned. Thus naturally it will be Right Hand Drive, I may change that later but for now that's what I'm sticking to, thankfully I found some decent blueprints to work from and this is actually the first time I've modelled a car in Blender. Anyway, here's a progress shot, the bonnet and front panel are done.. I will post more progress when I actually make some
Looks like you got something slightly wrong with the bonnet. Yours seems to be shaped like a 'V' (you know, lowest point in the middle and raises to the sides) On the photo of the real car it is more like a 'W' (up on the left, then down a bit, up again in the middle, then down again and up un the right) Hope you can figure out what i meant there Good luck, i hate these cars!
I wish the best of luck with this car and I don't know if you've done this but here is some useful information: http://www.the-blueprints.com/cardata/show/39260/rover_200-serie_200_vi_3-door,_hatchback/ http://www.the-blueprints.com/blueprints/cars/rover/44781/view/rover_200_brm/ Would be awesome to see this complete
Thanks for the blueprints, luckily I already have them on Blender Anyhow, redid the bonnet entirely to fix the shape and adjusted the space for the headlights, it looks much better now: [Edit] Bumper too yo...
A word of advice: it's best to start with as few polygons as possible and only add them where needed. You already have more polygons that you know what to do with and the model is becoming messy and lumpy.
So this was the rover u talking about looks epic . by the way, i am that guy who is doing a renault scenic.
Your topology seems messy, it's better for you to start this project from scratch. Try using edge loop/sub div modeling as possible, also don't tessellate your polygons it's either the duty of blender or torque3d.
In all honestly you're right, I jumped head-first into this without actually considering what I was doing with the model. I will try again after I have learnt all the right modelling methods and perhaps stick to a boxier car than the 200, shame but that may still come later.
Underneath the wing mirror looks a bit dodgy. Where you have vertices in the side of a face with no connection to the face.
I'm trying to model a 2001 Toyota Highlander with blender. Do you use a grid and just extrude and loop cut it or what. I have watched many tutorials and those people always make fancy shiny cars. I just want to make a mesh.Anyone that knows what they're doing, Please reply.
Pretty much you described, I extruded out the side of the vehicle and then moved the vertices corresponding to different viewpoints to get that basic shape right. And any other bit of extra detail has been added with proportional extrusions or loop cuts. Anyhow, basic shape of the Cinquecento is done, yet for some reason it looks all wrong to me, there's something about the front that is way off. I can't figure out what however.
Seems like the windscreen placement is wrong to me. The angle between the roof and the windscreen should be sharper, and the place where the bottom of the windscreen is, seems wrong. It should be further back I think. Perhaps your blueprints have a lot of perspective in them? (imported from here)
Maybe just a little bit back, the door is right behind the wheel and that's pretty much the same as in the model, but the windshield seems too smooth on the roof.
I'm not sure it's the blueprints, but I can tell I need to redo the entire front roof and windscreen.Hell, I think I need to scrap the roof and windows. It's all far too inaccurate; way too gentle in my model and vaguely resembles the car at all. Thankfully the body shape doesn't seem too bad.. Here's the blueprints by the way, I always struggle to find decent, high quality ones that aren't costly vectors..