As the title states, this is my first model. Or part of a model. I started a few days ago and have been messing with it here and there. I am roughly following a tutorial that I found on the internet.
I expect some forms of criticism, whether it be positive or negative, it is better than asking my sister what she thinks.
It will eventually be a new-generation Camaro:
[url]http://i893.photobucket.com/albums/ac140/RaggaDagga/screenie2.jpg[/url]
[url]http://i893.photobucket.com/albums/ac140/RaggaDagga/screenie.jpg[/url]
if anyone has any suggestions to fix the darker areas, I tried the SHIFT-N in Blender, but it didnt do much of anything.
Apologies for the links. I dont know how to use the media tags and whatnot
You're doing great so far. You've got that hood down to a T.
A little pointer though, if this is going to be for a small cut scene in Source, then you can relax a bit. But if you continue with as many triangles as you have right now, it's going to be a little crazy to complie. Try looking up some optimization tutorials.
Right on, thanks man. I don't plan on putting anything into source just yet. I want to get the swing of things, learn how to texture and whatnot. This is my other option to die-cast and plastic models. Except its free haha
You should really work on your topology.
And it looks like you have some smoothing errors.
Sorry if this is a stupid question: but what is topology exactly ? I assume it has to do with where the position of the vertices are ?
It's a nice start but you need to work on the shaping a bit to stop the light bleeding across the polygons. You may also want to check the smoothing settings, I'm not sure how to do that in your modeling program because it looks very different to what I'm using (XSI).
I also think that you should reduce the poly usage along the edge of the bonnet as it's not really going to be noticeable when the rest is comparatively low poly.
Whatever you do though don't feel discouraged, this is my first model:
[URL=http://img508.imageshack.us/i/xsidodgecharger1zl6.jpg/][IMG]http://img508.imageshack.us/img508/5481/xsidodgecharger1zl6.th.jpg[/IMG][/URL]
and it has been improved over time to reach this stage:
[URL=http://img36.imageshack.us/i/overview1.png/][IMG]http://img36.imageshack.us/img36/8389/overview1.th.png[/IMG][/URL]
[URL=http://img337.imageshack.us/i/frontseats2.png/][IMG]http://img337.imageshack.us/img337/765/frontseats2.th.png[/IMG][/URL]
You already have some excellent blueprints which is a great start and everything seems to match up which is better than my first attempt as you can see. Keep working on it and you will do very well.
You may also want to check out [url=http://www.smcars.net/forums/index.php?referrerid=79255]SMCars.net[/url], it's almost exclusively dedicated to 3D car modeling and people will be able to give you more constructive criticism and tips there. I learned a lot by going there and looking at more experienced modelers work. You will probably need to register to see images there but it's free and easy so I recommend it.
Alright, thank you I will look into that. I have been watching your Charger's progress for a few weeks. It's looking great
Do you have a link to the tutorial your using? I'm always on the lookout for good ones :P
[QUOTE=Raggadagga;18178857]Sorry if this is a stupid question: but what is topology exactly ? I assume it has to do with where the position of the vertices are ?[/QUOTE]
Don't know how to explain it but its sorta like keeping your model clean. Having nice edge loops and a good work flow.
For example your model work flow would work out better like this:
[media]http://img163.imageshack.us/img163/1535/ss20091104163343.jpg[/media]
[QUOTE=Silver Spirit;18185387]Do you have a link to the tutorial your using? I'm always on the lookout for good ones :P[/QUOTE]
I sure do: [url]http://www.darkscarab.com/tutorials/blender/car006.php[/url]
And to Mr.123:
I am getting a 404 error for the pic you posted
[media]http://img682.imageshack.us/img682/3771/blahs.jpg[/media]
there that should work.
[QUOTE=Mr.123;18217155][media]http://img682.imageshack.us/img682/3771/blahs.jpg[/media]
there that should work.[/QUOTE]
If you do use this topology, weld that edge ring in the center of the hood. Unless that's supposed to be flat, it's a waste of polygons that don't help the model at all.
[QUOTE=Mr.123;18217155][media]http://img682.imageshack.us/img682/3771/blahs.jpg[/media]
there that should work.[/QUOTE]
oh ok that makes sense. Thanks much man
I think I have an understanding of what you mean, here are my edits
[media]http://i893.photobucket.com/albums/ac140/RaggaDagga/camarohoodedit.jpg[/media]
[media]http://i893.photobucket.com/albums/ac140/RaggaDagga/camarohoodobject.jpg[/media]
[media]http://i893.photobucket.com/albums/ac140/RaggaDagga/camarohoodzoom.jpg[/media]
the last picture is a zoom of the hood. I tried to keep everything as square as possible, but that part needed some adjustments. Let me know what yall think.
No smoothing errors yet!
Oh, the wierd dark seams are normal errors where the face is pointing inside instead of out. To get rid of, either go to edit mode and make the view textured. then select the "invisible" faces and hit "w" and select flip normals. another way is to select all and hit ctrl+N, not shift+N. Your welcome.
[QUOTE=Av7xrocker97;18232990] another way is to select all and hit ctrl+N, not shift+N. Your welcome.[/QUOTE]
jesus christ, I'm stupid hah. Thanks man
[QUOTE=Raggadagga;18232775]oh ok that makes sense. Thanks much man
I think I have an understanding of what you mean, here are my edits
[media]http://i893.photobucket.com/albums/ac140/RaggaDagga/camarohoodedit.jpg[/media]
[media]http://i893.photobucket.com/albums/ac140/RaggaDagga/camarohoodobject.jpg[/media]
[media]http://i893.photobucket.com/albums/ac140/RaggaDagga/camarohoodzoom.jpg[/media]
the last picture is a zoom of the hood. I tried to keep everything as square as possible, but that part needed some adjustments. Let me know what yall think.
No smoothing errors yet![/QUOTE]
That's soooooo much better. Good job.
[QUOTE=Raggadagga;18232775]I think I have an understanding of what you mean, here are my edits[/QUOTE]
A huge improvement, great work.
So after spending a few hours I got the majority of the body done.
How can I tell how many triangles and whatnot are in the model ? I am using Blender, I don't know if there are different ways for each program.
heres my progress so far:
[media]http://i893.photobucket.com/albums/ac140/RaggaDagga/camaroobject.jpg[/media]
It's coming along nicely. Keep up the good work.
[QUOTE=-Xemit-;18260028]To display tri's :
1. Select all faces in edit mode (a)
2.Mesh>Faces>Convert Quads to Triangles
3.Look at "Fa" near the green rectangle[/QUOTE]
alright, it's reading: Fa: 1175. is that a good count for this for along in the model
[QUOTE=HiddenMyst;18260477]It's coming along nicely. Keep up the good work.[/QUOTE]
thank you
cool model ! Very realistic car ! add colors and it would be a complete model !
it's version 2.49b I believe
That is awesome! Keep up the great work!
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