With or without? Screw it lets have both.. (imported from here) Something about it just looks badass compared to the one with wheel covers... (imported from here) (imported from here)
So I'm making something. Just started a car model, ~30 minutes of work in. I'm still learning some stuff about 3ds Max, but I've got all the basics.
Looking good! The first car that came to mind appon seeing it was a Lancia Delta HF. Not sure whether I am correct though.. Sent from my GT-N7000 using Tapatalk
Nope. The rear fender should be easily recognizable. If it isn't, I'm doing something wrong I'll have it in a while BTW, quick question: when you model a car, how do you mirror it? Do you use a mirror modifier, or just make a symmetry in the middle and then transform it into an editable poly with the symmetry "baked" in? - - - Updated - - - Here's the rear fender. It's half done and still needs lots of work, but you can now see what car it is.
Needs more camber. And huge rims with paper tyres on them. - - - Updated - - - Oh good. I just had that doubt. The car's far from being finished though.
Do want. I forgot to upload the pic for my rear fender... I've made some more progress now, but it's still unfinished. I'm a procrastination god. Dem flares
Im not sure what software you are using but in blender you can apply something called "edge split" and use smooth shading to achieve a smooth bodywork while allowing for sharp lines/edges. There will probably be an option to do that and it will make your model look 1000% cooler. When i first found out about it i was kicking myself for not finding it earlier
I recall in wings 3d you selected the object, hit autosmooth and it would do the same (also had an option to configure the angle at which it would alternate between sharp/soft edges, although even with that I found a manual tweak was necessary on occasion)
3ds Max. I usually do the smoothing and all that once I finish the basic shape of the model, then add all the little details. Not sure how Blender works, but Max uses modifiers for pretty much everything, so I'm sure the smoothing thing can be done by just applying a modifier and changing a few things. There's the MeshSmooth modifier which fucks up all your sharp edges, and the TurboSmooth modifier transforms 500 polys into 3700...