Modeling a car seems fun, so i thought I’d give it a try.
I haven’t decided what kind of car I want to do. I suck at drawing family saloons and I don’t like SUV’s very much. So what I’ve got at the moment is two sports car sketches.
I’d vote for the second as well, more unique and I’d be keen to see where it goes. Sports cars are generally more eye candy (ie make better render art IMHO).
If you haven’t modelled a car before - http://www.blenderart.org/issues/ there is a blender art mag specifically tailored to that, I found it helpful for making an Aston. You’re right, it is fun, but deceptively harder than I originally gave it credit.
On the first one: keep the floor line parallel to the ground. It looks jacked up, american muscle-car-style, only without the 13"-wd mag slicks on the back.
On the 2nd one: I like the rounded-off squared look of the body, particularly the front hood, but you should mimic this look to some degree in the canopy over the cabin, while keeping the low-profile of the windows.
rogper: Thanks, hopefully I won’t have to ask very much. There are many car threads to get information from, and that blender magazine too. But I will ask if I hit a snag. :^)
mzungu: I had a quick glance at this http://www.yafanet.com/pics_news/2007-11/ferrari599_5.jpg picture earlier the day I drew the first one. Comparing them now, it’s uncanny how much they are alike. The Ferrari doesn’t have as steep angle, but in that picture it looks pretty steep.
I’ll square off the ceiling and see how it looks, but it’s more likely I’ll round off the rest of the car more. A sideview can be interpreted quite different and I suspect the 3D image you get is more square than the one I have in my mind. :^j
>>You make it feel like Blender is some kind of high tech tool for modeling Cars
Ha! Look who’s talking… :^)
>>The fun part is almost done
Yes, The big sweeping lines are done. Today I’ve tried to remodel the ridges that go from the lamps to the rear of the car. I’m not happy with how the outer one merge with the side of the car, but I’m not sure how to do it better. There will be some change there anyway.
>>How do you do those wide sloping panels, i can’t seem to make them look right with my car.
>>Do you use nurbs?
No, it’s just an ordinary four vertex plane with subsurf. Put a vertex at each extreme location, then put a loopcut where the plane needs to deform most. Pull the new vertices to the extreme of the deformation zone. Now you should have a smooth sloping panel. You may need more loop cuts, but try to keep them as few as possible.