Im still new to modeling cars and hard surface modeling in general, so i wonder how do i go about modeling that curve in the car’s door when i also have to keep as few vertices as i can near the wheel part to maintain good shape and reflections? I clearly should decrease the number of vertices, but im not really sure how. I also know that i could model the parts separately, but im planing on shrinkwrapping a mesh on top of it and its also easier to maintain matching curves across the different objects if i first model them as one.
(my attempt)
I was planing to post a photo of the car that im trying to make, but it doesnt let me post more than 1 image per post since im a new user. If it helps, im trying to make a toyota supra rz.
The number of vertices doesn’t really matter, except when you have too many of them. What matters is that the vertices are evenly distributed to avoid pinching. Pinching is what distorts the reflections.
Thans for the answer! So, from what I understood, I can add additional loop cuts if its necessary for in this example the curve, but I just have to space them?
Yes, it’s fine as long as they are evenly spaced. Also, I noticed there is an ngon at the center of the picture. Ngons must be avoided at all costs, as they make bad topology. Always stick to quads with some triangles here and there if you need them.
This is an amazing tutorial series (paid) that models a nice corvette.
The general technique is subdivision surface shrink-wrapped over a higher-poly guide mesh. There’s likely quite a few free tutorials to get the idea of what that is. It allows you to get those nice perfect reflections across seams and such.