My first try, getting severe eye strain and carpal tunnel syndrome.
Printable View
My first try, getting severe eye strain and carpal tunnel syndrome.
Smoothed mesh, can anyone tell me what make of car it might end up being.
Test render, man this is hard. Comments and crits appreciated.
Arnold
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> can anyone tell me what make of car it might end up being. <HR></BLOCKQUOTE>
A 65 Ford Mustang
Hey, good guess Mike. I've been staring at it for so long that it's starting to lose focus for me. Besides my reference drawings are pretty bad and I have had to restart a few times. Good exercise in point modelling though.
Arnold
Hey, that would have been close to my guess too... though in all honesty, I was thinking of a 67 stang...
I am wondering if the top of the rear quaters should break higher ?
very cool Arnold http://www.talkgraphics.com/images/smilies/smile.gif
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> I was thinking of a 67 stang...
<HR></BLOCKQUOTE>
The 67 was a fast back wasn't it?
Looks good Arnold. http://www.talkgraphics.com/images/smilies/cool.gif
Looks very good Arnold. I've no idea what model, but the rear quarter panel says Mustang to me http://www.talkgraphics.com/images/smilies/smile.gif Remember to take eye breaks from time to time, especially when doing point modeling.
I am with Bill on this, I knew it was a mustang, 60's vintage but not the exact year.
Thanks for your comments everyone. Yeah, 65 Mustang. Gidgit I agree on the quarter panel thing you mentioned but I think I am going to restart this. Looking for some better blueprint drawings as what i am using shows up very pixellated in C4D. What do you think of the mesh? Is it clean enough or have I made it too complicated.
Arnold
@ Mike.. I think there was fastback models from 65 right on through to the early seventies, but there were also the stock models... http://www.talkgraphics.com/images/smilies/smile.gif
@ Arnold... the low poly mesh looks ok, though there are some areas I perhaps would have tackled differently...
most important is gaining the over all shapes first, then cutting in the details... keeping in mind that subdividing will result everything scaling smaller, rounder, tighter like... so those quarter panels will have to be more hieght pronounced when in boxy levels...
I would think about cutting and connecting the geom right back and around on those hood areas for instance...
you could get away with small tri's in areas like when you get to the trim detailing whereby they come into a sort of point towards the front on the fenders etc...
but still, they should still be supported with proper influence structuring... a close in loop or two so as to keep the flairing to a minimum for instance... and the outer tri's made quads wherever possible... then upon smoothing and rendering you will likely not see the irregularities created by the non planular mesh spots around the poles areas where tri's or say ngons, are within the quad mesh...
Yea, best to start again, you will only gain with each time you do this... the low poly mesh doesn't look complicated at all except for the areas already mentioned, and up around the door window areas... also, since there are several curves working on most of the shape, I would try to keep the geom fairly even throughout... For instance, cutting and connecting those two larger row's of poly's accross the hood so as to make the geom even spaced, then it won't smooth out irregular as it has... will eliminate the wavy situation you have in those areas...
geez, I hope this gibberish makes sense to you http://www.talkgraphics.com/images/smilies/biggrin.gif
Great advice Gidge http://www.talkgraphics.com/images/smilies/smile.gif
The only thing I might add is when youre modelling Fossman {especially a car} think specular returns or how your mesh will look with lights shining on it and its edges.
I dont think anyone ever gets a car spot on first time http://www.talkgraphics.com/images/smilies/smile.gif looks like a Stang though so well done.