I don’t think it matters because by the looks of it, the chassis is modular. The front wings for instance are no longer attached to the rest of the chassis as in the earlier pictures. (At least, I think that’s what Cipix did)
So it’s perfectly okay for the front wing to have a higher mesh density than the rear because it’d really become a separate object.
Besides, looking at the overal smoothed version, I can see no problems at all with creases, bulges, or smoothing problems.
You keep going Cipix, you’re well on track with this one
Yes, I’ve subdivided (apply subsurf) the front bumper once I was pleased with the general shape. The front bumper is now a separate mesh.
I did this because I needed finer details on the front bumper (the Renault rhomb and the lower air opening). I didn’t have enough gemetry there and cutting loops and then smoothing is much harder and boring then just applying subsurf.
You get a lot vertices by doing that but this is at a stage when you work only on small details and the rest of the mesh is “set in stone”.
The doors also will probably get subdivided in order to add the door handles, maybe other car parts.
All of these pics are nopt renderd are they? if not please post a renderd vertion. looks like you need to do a set smooth on the tail lights unless thats the look your going for.
I didn’t start yet to render the car. I will finish first with the modelling and only then I will start to setup the lights, materials and background.
The reason for that is that I used to spend a lot time rendering unfinished models. Better use that time to model.
The unsmoothed tail light is intentional. The light reflectors of the modern cars are not smooth, they are composed by microfacets. I don’t want to model these microfacets, it’s too complicated, however, an unsmoothed mesh looks wery similar with a microfaceted reflector.
Concerning the glass, are you inputing the real physical values of that material? I mean, some ray-tracing parameters rely on accepted physical values.
But it could be complicated because car windows are made of a plastic layer in between glass layers… just an idea
Anyway, as long as it LOOKS real everything is fine…
I would like to know some real values for car glass like IOR and Fresnel indices and transparency of the glass. Unfortunately I don’t know them so I have to tweak them till the windows looks more or less right.
I dunno… I think the material on the body of the car looks all grainy. But that might just be because of jpeg image compression. Awesome modeling, though.