I’m not really sure what I should be doing next. I’ve got the basic model, but now what? I’m kinda lost. Perhaps I should be using subsurf? I’m not really sure. I just need a little direction, that’s all.
If you’re going for subsurfacing then you’ll have to remodel the whole thing and this time use mostly quads(rectangles). Or you could do some severe cleanup with your mesh(to me it seems possible to clean that up and add some extra edge loops).
Of course if you don’t want to redo stuff you can always try and make it as a lowpolygon game model. With game models triangles don’t matter as that’s what the mesh will become anyways.
Don’t use subsurf, low poly modelling is more important than sub surf at your level. Improve your low poly modelling skills, use quads, UV texture your works with real photographs. Once you have finished a good amount of lowpoly models, then consider modelling high poly, subsurf, sculpt, etc.
Okay, I demolished alot of the car, and fixed almost all the triangles. Now there are only a few tris. It’s subsurfed now, and i’m satisfied, just some modeling tweaks and I think I’m on my way to Materials & lighting.
How should I go about the materials? Just use a shiney material, or UV map something on? Radiosity?
It’s looking good. Using sub-surf is good to get those nice smooth lines, use extra edge loops to get a crisper edge. The next step may be to separate body panels from the main mesh. There are some good tutorials out that can give you some guidance.
The ‘A’ Pillar (the ones that border the front windshield is a bit too fat, and shouldn’t widen too much nearing the bottom. Real-world engineers/designers tend to make this part as thin as possible to maximise the driver’s field of vision while making sure they don’t compromise on structural integrity. Besides all that technical stuff, it just looks better with narrower ‘A’ pillars, just don’t make 'em so thin that it looks flimsy