View Full Version : Audi 2001 A4

01-10-2008, 08:53 AM
I just started this tonite and have not done a car for awhile so I might be rusty but after a few hours this is my progress

I know it still needs to get smoothed out, I have two days off from work so I thought I would try to crank something out.Sorry about scale of tires, I was trying to get a general size and they are not final.

01-10-2008, 08:56 AM
Right now it's looking way to short and way to wide.

01-10-2008, 12:29 PM
Are you using blueprints or references to model this?
As PixelGoat said, its too short and too wide.
Are you modelling the saloon or the estate version ?
I don't know whats going on with your front wheel but its squashed width ways. Also your front wheel arch curves inwards too much at the bottom.
You should post wires so that we can give you critiques on your mesh.

Take your time with the modelling. Gather a good collection of references and constantly refer to them as you model, otherwise it won't be accurate.

01-10-2008, 04:44 PM
Audi's A4 cabriolet is the type I was trying to go for
there is the current wireframe.

01-10-2008, 06:54 PM
You should make this one ( ... mainly because its a very good blueprint to work off from.... heh.
There is also a good blueprint of a cabriolet here. (

01-10-2008, 07:21 PM
Something I have had trouble with is getting the right size and scale with seting up the blue prints, I tryed to line up the photos right in photoshop and keep the planes the same in max.

01-10-2008, 09:23 PM I followed one of the blueprints you gave and this is what I got.

01-11-2008, 12:12 AM
That thing still looks wider than a frikkin panzer :)

01-11-2008, 01:14 AM
thanks, sorry to mess up so much =(

01-11-2008, 03:08 AM
I think your problem is that the reference planes that you have the blueprints on are stretching the image, make sure that once you have applied the blueprint images to your reference planes that you click the UVW Map modifier and click the "bitmap fit" option which will then bring up a dialouge window where you will select the same blueprint image. Once you have done this do not scale the planes again, if they arn't the right size adjust their length and height in the modify panel then use the UVW Map gizmo tool to scale the texture.

If you don't know what the hell I am talking about let me know and ill make some images for you on what to do.

01-11-2008, 05:02 PM
The image prep section ( from my how to model a car tutorial should help you get the images working properly.

Edit: The part about making the image show up in max is in the modeling section. (

01-14-2008, 11:42 PM this is a update to the car.

01-15-2008, 06:00 AM
Looking alot better

01-15-2008, 07:45 AM
Thank you for the compliment, what would you sugest I do to smooth it out more or should I do the mirror and interior abit? I didn't want to make the same mistake of jumping into the texture painting phase to quick like I did before.

01-15-2008, 07:47 AM
Are those wheels perfect circles? They look a bit egg shaped...

01-15-2008, 08:56 AM
they were a little wide and off and I did fix that just now,thank you

01-16-2008, 03:50 AM
a update

01-16-2008, 12:16 PM
i think you could work more on the back of your car, and ajust the smoth groups too. like the chanfer on the side. a good way to make the details is getting a lot of reference images on internet...

01-16-2008, 08:03 PM
Before I posted the car, I knew the problem with the back side and have been trying to tinker with it and I will look at more refs to fix it.

01-17-2008, 05:46 AM
I tryed to fix the smoothing and other parts as well.

01-17-2008, 06:50 AM
What made you pick a 2001 A4 anyway?

01-17-2008, 07:14 AM
I like the design and overall look and I like Audis in general.

01-21-2008, 03:05 PM
I am getting farther and wanted to show progress but to also ask a question in that what is a good technique or tutorial for making a good car texture, I have not painted a more realistic car body texture so I didnt know what the best way to go is.
This is the low polly and

a render of the high polly

01-23-2008, 11:03 PM This is a update of the car.

01-24-2008, 04:46 AM
what would be the best lighting set up for a car model,to keep the shaders it seams I have to stick with omnis.

01-29-2008, 05:53 AM
This is a update from fixes I have made, I hope it is for the better and I wanted to get outside views after working on it off and on for awhile , I know the frame for the bars is missing. Should I just go back to the older version of the model that is right above this post and go more with that?

01-30-2008, 12:13 PM
can i see a wire please i think the reason your smoothing groups look off is because you have bad edge flow

01-31-2008, 03:36 AM Here is the wire, I was starting to smooth out the front, I dont know why I am getting a wierd fold by the back side door.

01-31-2008, 04:27 AM
I think in this situation less is more... You have too many edges that don't add to the overall shape right now. The tires and the hood stand out the most to me. I couldn't even tell the tread was modeled until I saw the wireframe. The problem with too many edges is that you can't easily tweak the shape. The 100,000 poly cars in Project Gotham Racing 4 don't have the tread modeled, so I don't think its needed unless you're planning to bake normal maps from it (I have wireframes of a couple PGR4 cars if you want to see them).

Some shots of a 15,000 tri car in progress (currently 11,300 tris):

Wireframe [WIP] (

Shaded Render (

Have an idea that might help. Model the car with a 3,000-3,500 triangle limit. The goal of this exercise is to help you understand where the polys really need to be to get the desired shape. Thats the limit I started off making cars with which was fun because after finishing 3 or 4 cars I could knock them out in 4 hours. Just need to get over the learning curve. :)

Hope some of my ramblings help you ... heh.

01-31-2008, 05:26 AM
Thank you, I will try to use your model as a guide and hopefully I can make a better model.

01-31-2008, 06:00 AM
Keep in mind that it is my third car at 15,000 tris, so I have a system down and can knock them out. I also strive through reverse psychology, so if I'm told/shown I need to improve it makes me want to do better even more. That method does not work for everyone though. If you know a specific teaching method works best for you, then let me know and I can tailor the information a bit.

Maybe seeing the progress of the car will help: pictures here ( It started out as a box and was slowly molded into a car. Keeping it low poly to get the overall shape before adding more edges to round it out and add in detail. Overall it usually takes me 40 hours or so to model the car at that poly count. I didn't make renders of the early stages of the Audi, but I did for my Chrysler 300 ( and then more detail added ( followed by the final detail pass (

01-31-2008, 06:48 AM
I do see how you do it and get the general idea.

02-01-2008, 02:13 AM I tryed to take your challange and this is what I have so far.

02-01-2008, 04:45 AM
I was thinking more along the lines of a whole car at 3,000:

Example 01 (

Example 02 (

Example 03 (

I can dig up and link to one of the max files if it would help.

02-01-2008, 07:44 AM
that looks so much better than before. But it can still be optimized more and you have edge loops that have no proper ends. Check out these wire of cars from project gotham 2 hopefully they will give you an idea of where to go.

02-03-2008, 10:48 AM

This is a update, I was trying to get the flow to be better.

02-03-2008, 10:26 PM
I tried to show you some troubles, look at the picture below. Firs of all - don't afraid to use the triangles. This is not a high poly modelling, there is no meshsmooth. psychojohno posted good pictures, you gonna learn it. Good luck.

02-04-2008, 11:16 AM
I think your biggest problem is that your mesh isn't flowing very well. If you look at the Project Gotham wires, the lines are all nicely curved and have a good flow to them. If you look at your wires, there are some areas where the lines aren't flowing as smoothly as they need, causing the shading to be a bit off in areas. It's almost as if you have these tiny dents in your model and I think that if you sort that out, it will help a lot. Also, don't be afraid to use a direct x shader to see what it will look like. There a couple of car paint and metal shaders you can download and use in 3dsmax.

02-05-2008, 03:29 AM I followed your advice and it did help and get rid of some of the trouble spots but something still feels off aside from the tires that are temp.

02-05-2008, 04:46 PM
My advice for you is to concentrate on one aspect of the car at a time, and try to make it as ACCURATE as possible. Its clear that the proportions of the car are quite a bit off, so try to work on getting it accurate\proportional.

02-05-2008, 05:05 PM
I agree with RmachucaA. Beautiful wire is great, but proportions are very important too. Do you know how to creat a well studio? My advice forget this car, make a good studio and try again. After 10th car, you will see a good result :)

02-05-2008, 05:06 PM
Do you have good blueprints for the car? Or are you modeling off of photos?

02-05-2008, 05:39 PM
Yes I have a blueprint, I dont want to really start over or do something new I have spent so mcuh time trying to get this right, I keep starting new projects over and I will never get to something final to put on my portfolio and to get a job and get out of wisconsin, sorry if I sound anxious but I kinda am and I know I shouldnt get attached to a project. I dont know what a well studio is.

02-05-2008, 05:46 PM
Ok. Do as well. I will tell about studio in PM.

02-05-2008, 05:50 PM
I am sorry to come acrost as harsh or anything of that sort.

02-05-2008, 06:18 PM
artraider please clean your PM, I can't send you a message.

02-05-2008, 07:41 PM
it is clean now

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