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Old 14-03-2010, 03:39 PM   #1 (permalink)
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MeatShield72's (Clairdigital.com) Work In Progess

Hey there ladies and gentle men!!!

I am starting a Work In Progress thread of all my work. I hope you enjoy what ever it is a put up here. Please give as much feed back and as many tips as you want! I could use them.

This is my 1986 Monte Carlo SS. No smoothing applied yet.

I really enjoy the rims I made for it...



Here it is with a Mesh Smooth...





Here is a wireframe for critique!!

I added just a smooth modifier with auto smooth.













The hood and the trunk were made using spline modeling. I then made the rest of the car using plane modeling...I am probably going to have to make the trunk and hook by plane modeling as well for they do not make well with rest of the body.

Last edited by MeatShield72; 14-03-2010 at 03:48 PM.
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Old 14-03-2010, 04:10 PM   #2 (permalink)
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Good start, nice work.
Love to see it all in finished shaders with real lights and everything.
This kind of car looks good with an eagle of flames on the bonnet and all the kids are fighting each other to play with it first.
Maybe shes a little indented in the side, and could use a little more attention? But I dunno, without a real photo of the car I couldnt say it was wrong because I dont know the exact model off by heart.

I think where youve done the best job is definitely on the front, it looks great.
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Old 14-03-2010, 04:14 PM   #3 (permalink)
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You are correct sir, it does need some more attention, Thank you for pointing that out.

Here is an image of the car...this is actually my car from 4 years ago...now it just sits in the garage....very up setting

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Old 15-03-2010, 11:14 AM   #4 (permalink)
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This is a nice start! You seem to be capturing a lot of the detail in this vehicle.

Assuming this is game art - Is this going to be the low or the hi resolution mesh? I wouldn't recommend just smoothing your low poly version to get the high poly. Both of the meshes will need to be approached differently. An example of this would be the different body panels. In the hi resolution mesh I would separate these objects and model them separately while in the low resolution mesh you could get away with keeping it one piece and bake the seams into a normal map.

For the mesh itself, work on keeping the mesh very even in terms of density. The top of the car has a lot of unneeded geometry while the sides don't seem to have enough. Also keep an eye out for n-gons. I can see an n-sided polygon in the door.

Keep this up! I will be watching to see where you take this! Good luck!
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Old 15-03-2010, 12:14 PM   #5 (permalink)
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Quote:
Originally Posted by dean_field View Post
This is a nice start! You seem to be capturing a lot of the detail in this vehicle.

Assuming this is game art - Is this going to be the low or the hi resolution mesh? I wouldn't recommend just smoothing your low poly version to get the high poly. Both of the meshes will need to be approached differently. An example of this would be the different body panels. In the hi resolution mesh I would separate these objects and model them separately while in the low resolution mesh you could get away with keeping it one piece and bake the seams into a normal map.

For the mesh itself, work on keeping the mesh very even in terms of density. The top of the car has a lot of unneeded geometry while the sides don't seem to have enough. Also keep an eye out for n-gons. I can see an n-sided polygon in the door.

Keep this up! I will be watching to see where you take this! Good luck!
So, looking at the door, is the n-gon you see where the little "wave" ends? If so, what would be the best way to make those polygons?

When you say you would not recommend just smoothing my low poly to get the high poly, how should I do this? Make another model completely and make the normal maps?
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Old 15-03-2010, 01:55 PM   #6 (permalink)
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Here is an update on the side of the car. It does not look as dented, but it still needs some work it seems...but I am lost.



and this is a picture with some notes...

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Old 15-03-2010, 01:57 PM   #7 (permalink)
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hey, nice progress so far

as for your problem, a close up of that spot with the triangles would help - but my advise would be to add more loops until you dont have any more triangles, but quads.
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Old 15-03-2010, 02:05 PM   #8 (permalink)
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Well...I took another look at it. I moved the bottom verticies of the "Wave" out a little bit in the top view and the wierd "dents" seemed to have been fixed. But I was thinking...What if I just got rid of those bottm verticies? It would make it smoother against the door. So I am going to have to check to see if it is actually smooth, or if it really does stick out like I have it.

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Old 15-03-2010, 02:07 PM   #9 (permalink)
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Originally Posted by Latka X-treme View Post
hey, nice progress so far

as for your problem, a close up of that spot with the triangles would help - but my advise would be to add more loops until you dont have any more triangles, but quads.
To get the points at the end of the "Waves" I welded the verticies. Should I just get them as close together as possible and fake the point?
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Old 15-03-2010, 02:11 PM   #10 (permalink)
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It depends on if you want to divide your model further to make a hipoly model. If you do, then yes, you shouldn't weld the vertices, but taking them as close together as possible where that "wave" ends.
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