Another first timer, critique´s appreciated!

Hey guys!
The title says it all, this is my first project in Blender and actually my first ever try on 3D modelling. I´ve got some experience with photography , photoshop and art in generell , but i never attempted 3D modelling. So here it is, my first project : Mustang GT 390.
I didn´t aim for a perfect recreation, it´s lacking quite some detail. It was intended to find a way into blender. I used a very basic lightning setup, the mesh is a mess, the materials are kind of off. But still , let me know what you think!
The harder the better , dont be kind , i want to improve :wink:
Thanks in advance , Luca



The first testrender, doing a front wheely


second one , switched to filmic blender. Changed the lightning. No detail in the headlights


The latest test. Changed the color a bit , changed the glass material and tried to give the rims a somewhat realistic feel.

Its pretty good for your first try in 3D. I’ve seen a lot worse first attempts…like well mine,lol. If you want critque I would say there is some sort of bump issue over that rear fender just under the vents, but maybe that is just the reflections. The window trim is a little wobbly, but its impressive work, I always give up at around that point can never find a decent way of doing it.

The area above the vents needs a little work that roof panel looks a bit odd on that transition.

I googled Gt 390 and got a heap of different versions of the car, what are you using as a reference?

But its a good job overall very impressed, hope you keep working on it and we see a few more images.

Seriously? First time? WOW You are lightyears beyond my first project. A coffee cup LOL and then I still had to search tutorials on how to model a cup. I would have never imagined trying to do a car as my first project. From a first time model this is outstanding. Only thing I would suggest is what Marshall Jones pointed out, and the glass as well looks off, not sure if it is due to the background color or the IOR of it. Also maybe post some wireframes of the car as well. That will help show anything that could be suggested about the mesh. But all in all it looks awesome, I am still amazed that this is your first go at a 3d model. Keep it up and I am sure you will be turning out some great things rather quickly.

Thank your for your replies, really appreciate the critique!

I´ll post a wireframe as soon as I´m back at my Computer. It somehow kept crashing everytime I tried to render a wireframe this morning.
And you´re right , it´s not a reflection. The mesh itself has some huge bumps, I´m still trying to figure out how to fix that.
You will see what I mean by mess and bumps regarding the mesh as soon as i get those wireframes working :wink:

I actually didn´t focus on a specific model, as I said I didn´t aim for a perfect recreation but for a practice model.
http://www.motorauthority.com/news/1017418_ebay-1968-mustang-gt-390-bullitt-fastback-clone . I used this one most, at least for the rear/sides.

I did 2 blender Guru tutorials to get started, then I tried modeling a bathroom scene. Turned out ok for the basic modeling part, but didn´t finish it. So this is the first Project I really focused on but not the “real” first Project :wink:

Well keep up with it, you are doing a bang up job for a first timer! I am going to link some youtube videos of some tips and tricks and also some modeling tutorials which will help along the way if you haven’t already come across these yet. The one is for an older version of blender but still applies.

This is the old version I was talking about but it explained a lot and showed some nice workflow. Most all that is covered still applies and can be followed while working on a different model other than the one he is doing.

https://vimeo.com/7995299

One other thing that really helps keep things in line is using blueprints to get the shape nailed down as they are not going to be in a perspective view they are flat but they do have hard edge lines to help show where curves and such are in the surface. Line them up accordingly in your respective orthographic views in the viewport then size it so they are all equal (top, side, back, front) . Then you can actually split the viewport window and have two views going which will even help speed up workflow and help from having to switch views constantly.

https://www.the-blueprints.com/

Hope this helps and can’t wait to see more from you.


Added some details to the front & headlights

Thank you for the videolinks! I certainly will have a look at them. The first one looks promising :slight_smile:

I actually worked with blueprints. Took me about a day to find out how to set them up :smiley: They helped a lot to get the basic shape, but especially the said area just below the rear vents wasn´t really visible on the blueprints

I´m still struggling with the wireframe renders. I could post screenshot, but I´m pretty certain that they won´t help much. Does anybody have a solution for those crashes as soon as I select the wireframe modifier?

Ok, i gave up on rendering a wireframe. Here are some screenshots, i hope you can see at least some of the problems.
As I said , very messy :wink:



Thank you for sharing the wireframes. Yeah most of the time when people are asking for wireframes screenshots are the way to go. Now if it were for a portfolio or something then maybe something actually rendered out with high samples and in wireframe. But back to tips and such on the Mustang. I think that you could possibly clean up some of the vertical vertices along the rear quarter panel, and maybe go through and look at the edge flow of the vertices a quick way to get them more uniform is if you select a vertice that is out of alignment you can double press “g” for grab and it will allow the vertice to be slid in only the attached mesh direction. Then you can check out on that rear quarter panel at selecting some of the edgeloops running vertical select a loop then “x” dissolve you would be surprised on how few you need to get the shape and outcome you want when a subsurface modifier is added.

Sorry for the delay in my replys, i still got to be reviewed by the mods

I actually cleaned some of the vertical an horizontal edges this morning (most of them by pressing X -> edge Loops). Worked out pretty good, except for the far back and front. Especially in the rear, there seems to be something completely wrong with the Vertices. When I dissolve edges/edge Loops, i get something which looks like faces seperated from the rest of the mesh.

Any hints on how to get those edges below the rear vents more straight? I tried to select them and scale them about the respective axies, but that doesnt really help. I could select each vertice and relocate them by hand, but that would be more guesswork than accuracy

Looking good for your first model!
I’d just give you the tip to take more time planning out your topology.
By that I mean looking at your reference images and starting creating the mesh in your head. Sounds stupid, but it really speeds up starting the modeling.
To prevent pinching and creases its also important to have evenly distributed topology.
In your wireframe images it looks like you have been adding a lot of unplanned edge loops which are causing the mesh to be more dense in some parts.

So my main message is: take more time planning, and keeping the topology clean.

But nonetheless, very impressive for a first model!

danke strapazie!

that´s a good hint! As this was my first model, I just started without any idea what i actually want to do. The Vertices controlled me , not vise versa :wink:
Any hints on the paintjob? I really like your P1800 with it´s flakes . Did you use a voronoi texture?

Thanks :), yes its a voronoi texture.
For the paint job I am mixing 2 PBR Shaders from the tutorial from andrew price.
One rough metallic shader with a voronoi texture as the colour input (just mixing 2 colours with different brightness values together)
Then I added one glossy dielectric shader for the clear coat.

When 2.79 with its principled shader is out this will be much easier :slight_smile:

At which scale did you apply it? Any chance to see a node setup? :slight_smile: Also, how did you do the tyres? Mine got a little too less details, but i have no clue how to modell a realistic profile…
Do you guys actually modell the basic shape, double it , modell the details and then shrinkwrap it to the base ? The outcome looks great but somehow the workflow seems strange to me.

Essentially for mine I just create just a section of the tread including sidewall with a mirror modifier extrude the raised parts up and apply. Then I use a circle and add a curve modifier alone with an array to multiply the tread till it matches back up to itself. Once you are happy with those results you can apply those modifiers. Lastly I texture and for that I just searched for black and white sidewall textures till I found something I liked and used that image for the sidewall texture bump map as well. Sorry for no links I can post some when I get back on my laptop. But I seriously am just about as green as you on cars. If it wasn’t for Strapazie I probably would have gave up. But I can promise you, it does get easier and faster the more you stick with it.

Ok I am back at the laptop, this is the video I followed when creating my first tire. As far as the materials go I just used a PBR shader and played around with it till I got kind of a rubbery looking feel to it then added in the bump map of the lettering and such on the tire. https://www.youtube.com/watch?v=WhmRn-tYtxE

I´ll have a look on the video when I´m back home, thank you! Where do you get the bumpmaps for lettering?

One other thing i don´t know how to do yet: how do I get those letters, saying Ford and Mustang modelled? Sure, i can add a text and tweak it until it fits, but then I´d still need the correct font which is quiet hard to find. Any other way to do it or is it just about finding the right font?

Do you use the BlenderGuru´s PBR shaders?

And how do you get the curvatures, for lets say the hood in your latest modell right? I guess you can´t see it on the Blueprints in side view because of the higher part above the fenders and in front view it probably is just a flat plane. Do you reference it by eye from images or is there any technique?

I was using BlenderGuru’s PBR but I started using Remington Graphics PBR shader, little simpler to use in my opinion. Here is a link where you can get the different styles of PBR and Procedural shaders and you can look to see which you like to use. http://store.remingtongraphics.net/

As for the bumpmaps you could just about create your own using a black and white image if you are handy with photoshop style software or GIMP anything black will be negative and anything white will be positive so if you had white lettering on a black background it will make the letters stand out from the tire. and if you just used the bump map in the texture with no color input you will just get the lettering bump with no white lettering shown. Or you could add the color texture along with the bump and you would get the white lettering raised from the black.

The lettering is more of a modeling thing as well. Just keep it simple as most of the badging on vehicles is. But if you find a text close enough once you make it a mesh you can edit the mesh to make it look more like the original. Or you could just get the lettering image of it then create a flat vertex tracing of the letters using a reference image and extrude it back to give it thickness and then fill in the verticies you created.

Now for the curves and such that don’t show in the blueprints. Most of the time between photo references and the blueprints you can pin point areas/lines/turnsignals/emblems that give a location as to the height and position of the hood per say and that would be a go place to go from. Also some prints especially for the more curvy models they do indicate areas of height and sharp transition lines. If you look at the hood in the photo reference you can see the little vents about midway of the wheel/fender that is also another helpful locator ofthe position of the hood shape.



You can never have too many references and thanks to the internet, they are just a couple clicks away. Sounds like you have a good starting base and are willing to put in the effort. Can’t wait to see where you go from here. Stick with it.

Here is a shot of the node setup and what it looks like when used, only a 32 sample preview render though so quality will be better as the samples go up. Also pay no mind to the depth of the tread I extruded it a bit much in a hurry before I have to head out.



Don’t know why all of a sudden the screen capture decided to save non full screen but it is still viewable, if not I can post a full screen view later. Hope this helps you along the way.

Ok guys, i feel like I´m stuck. Don´t really know where to continue on this modell. I think I´ll just leave it as it is for the moment and start a new project taking into account all your tips! Sometime later, when i cleared my mind a little, I will definitely complete the Mustang !
Thank you so much for your tips, I really appreciate it! I will keep you updated :slight_smile:

I did the same thing, I started a Corvette for my first ever car attempt (looked horrid) got a bunch of tips, mainly from Strapazie which helped a ton. Then I went on to model a Karmann Ghia which went much smoother and faster but I didn’t do the shrinkwrap method on it and it showed cause there were some dented areas that were seen. Now I am sorta working on the Opel GT but not as much as I should be to keep fresh and in practice. Look forward to seeing more of your work. Stick with it, it only gets easier the more you do.