The all-mighty Type 2

Well, after being completely fed up with the rendering of my hangar (last try took >20 hours for 15%, then I needed my pc back…), I thought I’d try something I haven’t done in years: modeling a car.

Not just a car, this will be a model of what I think is one of the most beautiful pieces of machinery ever. The Volkswagen Type 2 van.
http://acidcow.com/content/img/new02/38/21.jpg

However, I need some advice: back then I modeled everything in polygons on account of the endproduct being used in my GTA:VC mod, but I keep reading about the advantages of avoiding triangles; is it bad to have some triangles in a model (say, 5%) or should they be avoided at all costs (read: by having much more vertices than needed)?

Triangles are only truly “bad” if you plan on using subsurface. It is much more important to focus on edgeflow and poly-count(if its for a game). Generally the model looks cleaner without or with very few triangles but it is not a necessity.

I think triangles are only bad if the mesh is deforming… like say a character… triangles just mess things up and dont look too pretty when deforming… but I have also noticed that some triangles mess your shading up… not too experienced on this, so maybe test some stuff out

Hmm, thanks for the insights. I find myself having trouble with the V-shaped hood, especially at the ‘pointy end’ of the V where lots of edges seem to end…

The problem is I’d like to use a subsurf modifier to get a smoother result, combined with smooth shading… So when combining both your remarks I should avoid them as much as possible.

Well, working from the side to the front I seem to have dealt with the problem of the V-shape.

It’s getting along nicely, but I’m not too satisfied with it so far… first of all, I have to get the curving right through the top view. Oh well, a first fast render:

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More bending and curving: it’s starting to look like something : )

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Another update, now with the grill in the side.
Attached the wires as well because I could some feedback on my edgeloops (first timer there ;-] ) and such. No renders of the back yet, since there are no details to show yet.

Can anyone tell me what the ‘usual’ way to make a door is? With subsurf on I can’t fit it in there properly but a closed shape seems so… dull.

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Looking great so far!

Keep up the work…

Cujo

Small update, I decided to use separate meshes for the light fittings and logo, probably for other parts (windows, doors etc.) as well.

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Well, after having decided to restart the body mesh in order to get a more beautiful wireframe, abandoning the idea because everything bacame too chunky and ugly and continuing with my original model, here’s another update:

  • added front windows
  • started on the doors

Edit: some more doorwork

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