BMW x6

My 3rd model, i need a lot to learn. But overall its not bad i think.

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Nice attempt. Looks decent.

Hard to tell, as the resolution is a little low, but I suspect there are some issues with geometry. Rendering with BI without any materials is a great way of highlighting issues, I’d do a few from different angles to find 'em.

Make sure you save a backup, then - as an experiment - try applying a level one sub-surf; I’d redo the geometry on the lower part between the foglight ‘holes’. Any areas with varying size quads adjacent to each other are likely to be a problem; elongated quads can also be a problem - not square.

i made a fast render. Later im gona rework these part you mentioned

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Link to your image with numbered highlights.

Nice one; I’d still use Blender Internal at this stage - it’s very quick and is great for highlighting areas of concern. It also stops one from delving into mats while still at the modelling stage. I find that useful. :slight_smile:

  1. Shape might be wrong - as a lot of geometry there it makes it more complicated to fix.

  2. Might be a bulge.

  3. Same as 2, and what looks like a triangle close also causing issues - NGons and triangles are better in flatter areas - and preferably not present. :slight_smile:

  4. Looks concave - so maybe the vert close to the circle edge and the number 4 is wrong.

  5. Nice job on the tyre. Did you shade smooth? It looks angular.

6 & 7. Wrong shape as far as I can tell. Also the line of the car side should be nice and clean; take a quick look at the first post in my Christine thread (link in my sig). I created the car in one object - in affect a plane/rectangle, that way I got a nice smoth even line. I’ve since made the door and other areas seperate meshs, although it’s still in the same object. I didn’t do that until I was happy with flow.

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Hard to tell, as the resolution is a little low, but I suspect there are some issues with geometry. Rendering with BI without any materials is a great way of highlighting issues, I’d do a few from different angles to find 'em.

Make sure you save a backup, then - as an experiment - try applying a level one sub-surf; I’d redo the geometry on the lower part between the foglight ‘holes’. Any areas with varying size quads adjacent to each other are likely to be a problem; elongated quads can also be a problem - not square.

Great thanks, i made a small update :slight_smile: u helped me a lot, ill gona change other things too. I try to lower number of loops but some of them cannot be moved:)

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Welcome. :slight_smile:

Yeh, sadly some just can’t be moved. :stuck_out_tongue:

Small update, working on my mesh flow before i go further

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Looking good.

I do, however, have a couple of concerns. :slight_smile:

The creased edge running down the side (about where the door handles go), you are likely to have issues with light and reflections because of your edge-loops; I’m also wondering if it is as even as it could be - maybe just because I’m not getting an angle to tell properly.

You could cut down a little on the tyre geometry if you separate part of the tyre side - not a separate object, just separate meshes. It would also reduce the likelihood of creases showing on the side where there shouldn’t be any.