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#1 (permalink) |
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New Member
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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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#2 (permalink) |
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New Member
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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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#4 (permalink) |
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New Member
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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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www.willmodelforfood.com Last edited by dean_field; 15-03-2010 at 11:56 AM. |
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#5 (permalink) | |
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New Member
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Quote:
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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#7 (permalink) |
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New Member
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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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Latka X-treme's Workshop: http://latka-x-treme.blogspot.com Latka X-treme's Works Display http://www.latka-x-treme.com |
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#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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#10 (permalink) |
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New Member
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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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Latka X-treme's Workshop: http://latka-x-treme.blogspot.com Latka X-treme's Works Display http://www.latka-x-treme.com |
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| Tags |
| critique, monte carlo, smooth |
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