2008 Mazda MPV

A Mazda MPV that I’m working on. There are still some spots I just noticed during the render, but I’ll post it here to get some critique before I continue to much further.

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Could anybody please give me some crit on this? Also, how can ai get better wireframe renders?

It’s looking good so far although your asking for crits when really there isnt much too crit on? Good job so far though.

Uggh, It’s sickening how terrible this looks! I can’t make anything organic. I should really just stop.

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Are you unhappy with your render, or your modeling, because rendering is secondary, at least for me, and your modeling looks good. Just keep going. Whether it turns out how you want it or not, it can always be modified and is good practice.

This is bad. What are those horrible black smudges?

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maybe normals that point out the wrong side? try: ‘a’ --> ctrl + n

goodluck.

I think the response I made on another car modeling thread would be very appropriate in this case.

http://blenderartists.org/forum/showpost.php?p=1710389&postcount=18

What are some good settings for a studio setup? How should I setup the lights, background, and Indigo settings? All of my renders turn out really bright and lose all detail when I use mes emitters and changing both strength and gain does nothing.

Here’s another update. Sorry if it’s noisy, but I was rushed. (school in the morning.) The back and front are the worst, but usually the back since I have to move the entire front to get a good view, and the blueprints arent great.

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is there any reason in particular as to why you are not using Catmull-Clark subdivision surfaces, it would get rid of that low poly thing you got going on. but don’t be so hard on yourself you are doing alright

stop using indigo for preview renders

I’m not using subsurf because it screws up the edges.
With and without subsurf:

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Oh, please please please look at the Camaro model Tyrant Monkey posted oh the other thread. Sub-surf is you friend, not your enemy! It will be worth the effort to learn how to use it properly, trust me on this.

I can’t use edge loops to do that though. I know how, but when I do it on here it turns the edges black. Also, I cant loop the whole thing because there are triangles in the wheel covers and when I try to make the triangles into squares, I always end up with triangles that are half the size the originally were.

You should look into subsurf first rather than say “I can´t” “doesn´t work”, there´s more to it than just set it and turn it on and off.
Your mesh has duplicate vertices, with seperated polygons thats why it gets ripped apart. You know you can mark edges as sharp?
If you can´t reduce triangles into a quadloop you got to get keener on topology.
Worry less about making wireframe renders with indigo for previews and hone your skills.

Tyrants/pappy’s advice never said to cut edgeloops into your model, but to define clear edgeloops to start with.
Your mesh has no “flow” it looks like a 80´s nintendo game model.

As for organic modeling, a car is anorganic.
An animal, plants or a human is organic :wink:

Just don´t give up, evolve and start over.

Edges black = (usually) flipped normals, or doubled verts - Not a problem!
Show us HOW you are turning tris into quads, I’m sure there will be a solution.

This is all about technique, IMPORTANT technique if you want clean models. Everyone who’s posting these recommendations is trying to make things easier for you, not harder! Once you have ownership of the technique you’ll wonder why you spent so much time fighting your modeling work.

unless you are using NURBS or doing low poly work you will almost always use a subsurf modifier. The key to getting good results is to make sure your topology is in order and that your mesh is clean(no doubled up or stray vertices).

I have posted a camaro pappy keeps pointing out to you (he gave you a link in an earlier post) but there is also a BMW that I uploaded to blendswap some time ago. Both these models use subsurf modifier. Check out work by Kroni and cinder if you want to see what good car modeling is all about.

For this car post some hi-res front, top and side ortho wires and I will make some paint-over suggestions. Lets get you using that subsurf modifer so that your car stops looking like it belongs in an xbox video game.

How do I render wires? The first wire I posted looked no good. I duplicated the mesh, scaled it a bit, and made the material wireframe. Is there a better way? Also, does it automatically render in orthographic or perspective and how do I change it?

Just go to wireframe mode and hit the button next to the face select button when in edit mode (all the way on the right). It actually looks exactly like the button to add an image to your post on this forum :stuck_out_tongue: