Let's get it started, fresh new model and mind cleaned up. That's the point i'm starting from : 3/4 View attachment 2802 Side View attachment 2801 View attachment 2798 Back View attachment 2800 Top View attachment 2799 As you can see, there's stil a lot of things that need a deep fix. Thanks for follow, and a big thanks to Luc for its support T.
Respect Tommy for admitting too it and starting a fresh scratch built model. Looking forward to seeing it mature
Body shape is almost done, I'm start adding cut in it and details. A back view View attachment 2922 And a front one : EDIT: i made something wrong with the upload, I think fix it at lunch.
Happy to see a very positive reaction here. Nice work. I just suggest you to avoid as much as possible tris solutions instead quads...and if you have a quad remove the tris edge from it. I see a lot of possible tris to quad solution, especially in the flat vertical shark wing...so, if you want, you can try to resolve the mesh with quads and maybe with tris just for angles and curves... BTW...keep it up.
This is my first post here at the forum but i folowed some treads here and this one included, you have here good work made m8 for sure, good effort however you still have alot more work to do adding smooth curves and details to considered done, depending of the details desired at the end obviously but your model has potential for more details, pay special atentioon the edge flow on the conection of headlight to body, you need better poly flow to provide good smooth effect and i would conect the wheel arches to that part that conects the wheel arch to the nose, if i were you!
Is this how the floor is supposed to look like? Many of other areas of this model feel similar - very "freehand drawn" In general it looks ok, but I suspect there will be places where lighting and reflection may have some issues due to tesselation or uneven curves.
Thanks for tips K, i forget to post the updated body side, with both a smooth and wire model : View attachment 2993 View attachment 2994 I'm trying to use less polys as possible, and make a final subdivide to refine mesh. Is it a good process?
I think he meant the angles you had in there. They don't seem to be there in your latest shots. Does the real car have this kind of three stepped bottom? It also seems fairly high. Is the bottomplate still missing or does it simply look like that and I just never noticed?
Subdivision for what? Maybe you're talking about mesh smoothing...and the answer is nope. It isn't a good process, as you'll get a lot of useless auto-generated polygons around the car. You need to choose where and how apply more polygons, in those areas that are more bumpy or "squared"... If you want to use mesh smooth I suggest you to apply it just for specific areas, where you need a smoothest surface... PS: yep...the bottom looks weird for me to...a lot of steps..
I second that, you don't want subdivide anything just for the sake of subdividing. If you look at the smooth pic at the rear side, you can see shading(shadows) in there from the smoothing, that area is flat yes? if so, you do not need those extra edges in there, same with the front side. Those extra edges you might think make it better, but infact they cause anomalies with the mesh and make it look worse. Anything that is flat only needs 1 face. It might look flat and plain in max, but once you add the spec and bump map to it in game it will have more life. This is getting back to a comment I made earlier, once you get to know how the game engine works, it becomes easier to build cars that work well with the engine.
View attachment 2995 Looking at this side image, it seems all perfectly horizontal, and i know there is a bottom carbon part still missing As I'm not modelling using 3dsmax, i'm not referring to meshsmooth, but to a manual subdivide, especially on round body parts.