I know, I know, another “this is my first car model” thread.:eek: Let me start by saying I am admitedly an average at best modeler, and even worse at materials and texturing, so I expect the crits to be, shall we say, quite honest. So fire away!
This is the beginning of my attempt at modeling a 2005 Ford Mustang GT. I happen to have one in the driveway, so I’ll be taking my own reference pictures and running outside every now and then to see how far off I am from the real thing.
I am not expecting photo realism or completely accurate modeling on my first car attempt but I would like you all to point out any and all flaws you find. That’s the only way I’m going to learn. So, here is the tire, rim and brake rotor as it sits so far. I am going to model this as it is in the driveway, so there will be some rust, scratches and other imperfections. This is not intended to be a showroom car. It’s my daily driver.
The rust material/texture on the rotor is temporary until I have time to put a proper texture there, and I still have to model the hole and valve stem in the rim. The sidewall texture is one I found online and does not match the tread. I also have to do some research on how to reduce noise in the render, which was rendered in cycles at 1000 passes.
BTW, I’ll be 50 this December, so this may take me a while to finnish!:yes:
UPDATE: Working on the rear end. Still need to tweek the bumper to body seam and clean up some edges on the bumper too. Next is the tail lights, exhaust exits and spoiler on the trunk. Any advice on modeling and texturing the tail lights would be appreciated. I don’t want them to be just textured planes. I want to model the reflectors and other innards.
I’m really not looking forward to modeling the front end. Getting this far has taken me forever.
I know the rear brake caliper is facing the wrong way. I appended the wheel from my tire .blend without creating two different groups with the differences first. I’ll fix that later.