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- England
- Peasantslayer
A Cheetah?
I think I've finished it.
Looks really nice. Would you mind posting the wireframe? I'm not a pro or anything but I feel you could make it more realistic with a bit more attention to topology in certain areas like the panel transitions, roof and such.
Thanks, I might just add some finishing touches, some areas aren't as detailed as others. The images below are not sub-divided but the original model.
Nice, solid model but I'll give you few tips and critiques that helped me a lot..
1. When modelling with subdivision you should try to stick to roughly evenly sized quads (four sided polys). In your wireframe there seems to be a lot of triangles and n-gons( polys with 5+ sides)
-The door handle area lacks the indented part, here's one way to do that (assuming you are using blender?)View attachment 632958
- The bulge on the hood, you made it as a separate piece but in reality they are joined. If topology is a problem maybe this example could help you incorporate these kinds of parts into flat surfaces without breaking the surrounding flow. Like the door above, you make a clean simple mesh with quads, when the overall shape is right cut in whatever shape you need with knife tool and extrude or delete as necessary. View attachment 632959
-about the flow, try to localize complex areas and contain edges so you don't have to continue running edges you needed on, for example, wheel wells onto the hood where they are not needed and just give you unnecessary headache
- For more realism you could add thickness to the panels as otherwise the car looks paper thin or unconvincing. Just extrude the edge of the panel inward so you get something like this: View attachment 632960
Different model but same thing,the rendered car has some thickness in the panels. Subtle thing but helps make renders more realistic.
View attachment 632961
- try making sure your curved surfaces have a constant curvature with evenly spaced and sized polys, For example, your rear wheel wells and parts of the bumper(hole around the radiator) look wobbly. With curved surfaces like wheel arches it's good to start with the curve first and build the surrounding geometry from there.
- looking at the panels, it's as if the hood doesn't match up with the top of the bumper, same with the door/front fender area. A good idea is to get the whole shape of the area right and then cut the panel lines with the knife tool. Or simply extruding the existing verticles onto the next panel. This ensures you have flowing topology across different panels.
-try replicating the creases in the bodywork. Add edge loops to make edges sharper. For example your front wheel should have a sharp crease, as should the door line i pointed in the pic. Another crease below that one, very sharp but on your model it's barely visible.
-Your roof seems kind of flat on the sides with a sharp raised point in the center, try going for a more smooth transition to the sides
-Your model is accurate in overall shape, so try not to skip smaller details like the door crease extending to the front fender. On your model it doesn't continue onto the fender. Take note where lines and surfaces start and end. Constantly compare your model with reference photos, never rely just on blueprints.
I marked the above comments on the pic, compare with your model:
View attachment 632962 View attachment 632963
Again, it's a really good model but keeping these things in mind could improve your modelling dramatically, so it's good to keep it in mind for your next car. Hope this helps, keep it up 👍.
Didn't secure funding.
Ah. Sorry to hear that. It looked intriguing. Can you share any details on it, or is there a possible future and it has to be kept under wraps?
Been working on a model for a while but some strange shader bug has occurred?
View attachment 685959
I made a 3D map of one of my course maker tracks. The elevation is exaggerated, since it would look much too flat using the real values.
It's a relatively simple model. I started with a flat plane that I divided into a grid and added the track map as a texture. Then I raised each point of the grid based on the value of the contour map, added subdivision and rendered smooth.
The raised track was achieved by adding a displace modifier using a texture with just the layout of the track. The same texture was also used as a bump map.
You can actually add two displacement modifiers (if you're in Max), set the first to your contours and the second to your track image.
EDIT: Ah, saw you're in Blender. I find Blender fries my brain too much!
You can add multiple displacement modifiers in Blender as well, but I only had a contour map and not the actual heightmap, so all it would do is to draw grooves where all the lines are
def isometricProjection(x, y, z):
screen_x = (x-y)*0.5*sqrt(3)
screen_y = (x+y)/2-z
return (screen_x, screen_y)