WIP Koenigsegg CCR car

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Old 07 July 2012   #1
WIP Koenigsegg CCR car

Hi,

This is my very first car, only made starship before. I decided to make it in Cinema 4D. Still having problems fitting the blue prints but went for it anyway. Hopefully I won't be too discourage and will finish it. What I do is to create points, place them and then make the polygon. I had a lot of trouble with starting right away with a polygon plane and using the edges, so I decided that way instead.





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Old 07 July 2012   #2
I went back to 3dsmax. I have more and more problems getting around the limitations of C4D these days. I had a bit done... :(

I am using two scaled pictures as reference. I found that my blueprints weren't very good. The pics are more helpful.

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Old 07 July 2012   #3
Done the bumper orange part. I think the air vent isn't exactly at the right place. Even my reference pics, with frontal view isn't correct. It seems to be with an upper angle, so I struggle with that view...



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Old 07 July 2012   #4
I did the side panel. A bit complex, but it goes inward, since the back top can be open and rest there. Still have to do a bit on it. Also done the very small roof.


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Old 07 July 2012   #5
Done the top back part.



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Old 07 July 2012   #6
Done the door. Optimize the design a bit, and done the front bumper.


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Old 07 July 2012   #7
Update. Made some windows, front bumper details. Fix a lot of vertex problems on the front of the car.



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Old 07 July 2012   #8
Cool modeling so far. Original choose of model.

Can you give a wireframe on shaded view for each future screenshots? Because I can see that you have some reflection flow problems on the car.
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Old 07 July 2012   #9
Originally Posted by Scote: Cool modeling so far. Original choose of model.

Can you give a wireframe on shaded view for each future screenshots? Because I can see that you have some reflection flow problems on the car.


Thanks. It's also the first time I model by starting with a single plane, and expand from it. So, I am having problems with keeping a good geometry.

Yes, i will try putting a wireframe too. Is it possible to render the wireframe in 3dsmax ? I searched the render options, didn't see it...Apart taking a picture of the viewports.
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Old 07 July 2012   #10
Originally Posted by dubeau: Thanks. It's also the first time I model by starting with a single plane, and expand from it. So, I am having problems with keeping a good geometry.

Yes, i will try putting a wireframe too. Is it possible to render the wireframe in 3dsmax ? I searched the render options, didn't see it...Apart taking a picture of the viewports.


you can render wireframe. you just have to create composite material and make wire submaterial.
 
Old 07 July 2012   #11
http://cg.tutsplus.com/tutorials/au...rame _overlay/
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Old 08 August 2012   #12
Sorry if it took long before I resume this. I am asking myself a bunch of questions now, because I can see some problems with the model.

I model low poly but I check Use Nurbs (With 2-3 iterations) to get my final result. I wonder now if I shouldn't use MSmooth instead.
Model with UseNurbs

Model Low poly

I also use the Mirror option for everything. But there is a rendering problem between the two of them. The shadow seems a problem there, but also the line
that joins both of them sometimes shows up. How do you get around this ?

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Last edited by dubeau : 08 August 2012 at 09:40 AM.
 
Old 08 August 2012   #13
looks great! keep it up!
 
Old 08 August 2012   #14
This is great work. I sometimes have similar problems with blueprints in that even at high res images and the viewport set to show them at high res, the lines look too thick. Almost as if they were drawn with kids crayons instead of fine pencil. I find having some reference photos in my phone or iPad to fall back on is a big help.
Looking forward to seeing more of this as you progress.
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Old 08 August 2012   #15
I have fix the symmetry render problems by using the symmetry option. Using the Tools/mirror is a bad option. Anyway I did the light's holes and the middle bumper in the back.



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