And He said - The only reason I post this, is to get torn apart.
Make no mistake, this project was finished, done, I intend to put it in my portfolio (please stop me if you think it’s not good enough), until I started writing this. I critique stuff on a regular basis so I noticed a lot. Any and all feedback still requested. I suck at making cars. Tried a few times, this is the first time I actually succeeded. So… yay. After about a month… or two. I call this project finished cause I’m not going to go messing around with the model anymore, though I might add interior at a later point. Then again, by then nobody will know what a steering wheel was.
(can’t embed images…)
I believe my greatest issue is topology. I was hoping it would not cause problems if I subdivided enough but at 4 levels reflections are still all over the place. There are specific places where topology is a mess because I didn’t know how to solve the problem without introducing poles, tris, or a messy loop cut that would cross half the model and mess up subdivisions. Any help/opinon/comment/warning with these (best practices for solving to quads etc) is appreciated.
I made the chasis by parts, which I later joined together. Some are still separate like glass and doors. Because I wanted to join them into a single mesh (in case I would animate the model later (and let’s be honest, who wouldn’t (want to, at least))), I kept edges/vertices in original positions - you can probably see problems this causes on the windshield, and I am wondering whether there isn’t a better way to do this. Fixing topology for each part seperately introduced gaps into spaces between mesh objects, so I didn’t know what to do.
If you are looking at the rectangular shape between the door and frond wheel, that’s probably for gas; I was going to extrude after I applied the mirror modifier, which I never did.
Materials: I did a simple PBR for the majority of the vehicle - two glossy(more and less rough) mixing with fresnel. For white material I used a diffuse-gloss-fresnel setup because having only two glossy created a mirror effect and I could almost not see the car. Sadly, I think this is what makes the render obviously CG.
I have also just noticed that the tires in the end render are pinnacle of boredom. They are normal-mapped because a single tire had as many faces as the whole model does now, but they didn’t come out that well. They look even worse in the final render than individually!
Anyone have any guides on how to light cars in CG? I can help myself with photography, but there are differences. Google didn’t give me anything, btw.
Okay… I think that’s it. Thanks for reading.