Personally, for a game asset, I think it’s looking good!!! The taillights are wrong. They should be vertical and the top of them should be inset since that area is slanted backwards. But as I said, it looks good for a game asset where you are more concerned about poly counts and not true life realism.
One area I think you should look at closer is the where the back of the roof and rear quarter panel come together. It looks to be quite wide in that area, like you should move the bottom of the back roof pillar more to the outside. If that doesn’t make sense, I can post pics of what I mean.
Personally, I would have went back a year or two, and modeled one with tiny chrome front and back bumpers, yours only has a chrome back bumper and the front bumper is hidden by flexible plastic. I just think that car’s body style is very sexy, and chrome adds to that!
First revolt_randy, thank you because you put the finger on a detail (the back lights) i felt wrong but could not figure why…
For the back of the roof, I think a picture can help and yes something is wrong…
I have only one good top picture and it shows the profile of the back of the roof is more curved…
Yes older version had chromes on the both sides. I think i choosed 73 because i saw one, and it had a strange feeling like it is the front of a fast train ( french tgv, also the car was orange). Chrome on the both sides has too much of a 60’s classic feeling. I prefer the hibryd, less common
Wow I love it man. I’ve been trying to model this car recently, and it’s kind of a tough one with all the curvy-ness. You’re doing a good job. I’d love to drive it.
-File/ open / LEV/ browse the level file to find “miami_01.lev” and “miami.d3d”
-browse the texture names on the right until you reach texture 134
-click it / image /import
choose one of the 3 .bmp textures
-File / save
To install the car model:
-copy everything to the level file
-run IMPORT_MODEL.bat