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EUCharizard78415
02-10-2007, 07:25 PM
Hi everyone. First post here. I want to make a good car but my first attempt is really bad what should i do with it?

http://img187.imageshack.us/img187/7021/myothercarad8qi7.jpg
(http://img187.imageshack.us/img187/7021/myothercarad8qi7.jpg)

phreakmonkey
02-11-2007, 06:42 PM
not so bad, its got good potential.

i would come up with a concept, so you know which direction you want to take the car. even if its a rough sketch, it's nice to have something you can refer to when you're stuck. you can post it here as well so people can see where you're headed and give you more constructive feedback.

get a lot of references. of hot rods, cars, engines, wheels, etc. work on the broad shape of the body and then refine from there to the small parts and details.

keep it up, don't sell yourself short.

K9bit3
02-19-2007, 07:03 PM
I think your off to a good start. Just a couple things I found helpful being a beginner modeler also. 1) When using smoothing, in order to get good edges you will often need to make close thin polygons so that your edges stay & not get smoothed away. 2) Always have references to model from (pictures, toys etc..) 3) Don't underestimate the power of connect,cut, create and weld.
4) Don't be afraid to try open vs. closed boxed model techniques to find what your most comfortable with.

newellteapot
02-24-2007, 08:18 PM
Hi!

I don't think that is that bad as you say, I think it is a good start. I advice you to do some tutorials and model simple objects first, like a cup and saucer, a light bulb etc. Start simple, and then modeling a car will be easy peasy :)

polo84
11-10-2007, 02:39 PM
start with curves. Profile curves and then onto more detailed curves. Curves are a great way to ease the modeling process

NearFantastica
05-01-2008, 03:59 PM
I think you should do it part by part. Rather than tackling the whole thing at once just do it piece by piece. This will help you maintain focus too.

pauljs75
05-18-2008, 03:58 PM
I still have this old tut floating around at google videos. It might be useful.

Part I : http://video.google.com/videoplay?docid=-3228566755712683898&hl=en
Part II: http://video.google.com/videoplay?docid=1979819289121264572

It's for Wings3D, so you can download that (it's free) and follow the steps exactly, or just watch it and see what's going on with the edges and adapt it to whatever polygon modeler you're used to using. (Edge flow should work on any box modelers using Catmull Clarke smoothing.)

I wouldn't say it's the best (it has its faults), but it's a generalized thing that should be easy for beginners and may have some useful ideas for basic car modeling workflow. Once you get a grasp of how the generic car topology works, it's not that much of a big step to using plan views and making almost any car model with it.

monarts
11-20-2008, 03:02 AM
As long as you are interested to do models, you are not a bad modeler, good one only. There is nothing like good or bad.
Now, I suggest you to use reference images. You should have all the top, front, side and perspective reference images. Do the work based on it. Even experienced modelers also using lot of references. It will give you proper proportion and balance to your model. Another thing is you need to have lot of observation. It can convey ideas to your mind.
Finally, this is the field of talent and potential. With out practice and hard work we cannot polish our skill. Work hard. You will get the fruit one day...good luck...:-)

BlackBlood
11-24-2008, 01:46 AM
its a gd cartoon car but if u want a real looking car look for some blueprints
heres a gd link www.the-blueprints.com (http://www.the-blueprints.com/) its how i did my spitfire

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