^ Above is the last render to date.
This is my first car, so constructive critique is very welcome.
I plan to update until I’m done.
The subject is a 2006 Camaro concept produced for the Jan. 9th 2006 North American International Auto Show
^ Above is the last render to date.
This is my first car, so constructive critique is very welcome.
I plan to update until I’m done.
The subject is a 2006 Camaro concept produced for the Jan. 9th 2006 North American International Auto Show
That’s your first car? That looks awesome! I’m making a Camaro now too, but I’ve only got the basic shell done. The only thing that really popped out at me was that you have a lot of vertices on the door. The Camaro has a very straight, basic door and more vertices are going to complicate things.
Wow !
For a first car model this is great !
I’ve done the same Camaro also, but it didn’t look “that” good !
Like hman its a bit dense. This is something I see in many car models here, and something I also suffer from at times. Put simply a dense mesh = more work for you. For a first car you are doing alright.
make some big front, side, back and top ortho views of your wire frames and I give you some paint over suggestions
I deleted some verticies on the door, and the back. I decided to go ahead and make the tire and hubcap. After I finish the wheel, I will post.:yes:
I was going to to do a paint over but than I started on a little blend, this is before I found out that the blueprints I was using were wrong ( I am modeling the camaro ss and the differ) but this should show you how to keep things simple even if it is unfinished.
I will start a thread in the focused critique area this weekend so keep an eye out;)
Chevy_SS.blend (70.1 KB)
Tyrant Monkey, I see what you mean. I will try to delete more verticies like your model shows.
Here is the tire.
Tyrant Monkey - I like your mesh topology in .blend file
UV 5000 I’d recommend you fix the mesh now, before you continue modelling…
Here’s some problem areas…
ssergantt, I am fixing the mesh problems now, I’ll post a screen shot afterwards.
Nice tire. you just need to make the side walls bulge out a bit, even when the wheel is unloaded the side walls still cave out a bit more than you have them. you nailed the material but if this doesn’t kill your render times, it tends to if you use Blender Internal, you might want to add some glossy reflection with a bit of a Fresnel effect. If you look at some shots of tires in bright sunlight you can often see the sky reflected in them from a glancing angle mostly on the side walls.
dude i cant even get my car to even resemble a car aha looks great any tips?
Update: I deleted a lot of verts, but in the render some areas look bad. Should I reposition the edges more? Does anyone have any suggestions?
Tyrant Monkey: I’ll take your advice.
That is fabulous for your 1st car, Cars are generally difficult due to there combination of hard and soft lines. The tires and rims look awesome. I am also working on a Camaro, my little project to really learn blender coming from 3ds Max. Anyway, Looks good for your 1st attempt… like it.
aha its okay thanks
Update: I just finished the back and worked more on edge flow.
I still need to fix a lot of things.
Looks much better, now to get it smooth.
The topology you have is all-right and good for a first car but we can make it better I will now do a paint over, don’t worry it will be nothing more than suggestions on deleting edges and reducing your mesh density. When your mesh is light you will find that smoothing out the bumps you have at the moment in your mesh will be easier to do.
You should also set up a reflective material with mirrored reflections, you will need either planes with an emit value or an hdri image hooked up to your world texture for the reflections to look right. I find that planes give the most control. I think using a reflective material is important because it really shows how smooth a surface you have.
Okay here is the paint over, all the edges with an x over them are edges you could safely lose. All the are doing at the moment is creating more work for you. I have also included the blend of my chevy camaro ss that is a bit further along than the last blend. I am still not using a subdivision surfaces as am still lying down the basic geometry but hopefully you can see how am keeping it simple and how much easier smoothing and tweaking my mesh would be compared to yours.
Another thing you could start doing is seperating pieces of your car into seperate objects it makes life easier.
The topology on your blend looks very good! Thank you for helping me.
I am starting to follow the instructions on the paint-overs, but for now, here is a render with emiting planes, and a reflecting paint material. It looks like a small toy car, I don’t know how to change that. Is it too reflective?