Subaru Impreza WRX 2010 - Help Requested

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Old 06 June 2013   #1
Subaru Impreza WRX 2010 - Help Requested

Hi all,

I see some amazing models here, so I was hoping someone would be so kind as to offer me some help. I'm about 5 hours in, poly modeling, and I'm just not sure how to progress next. I've got what I think is a pretty decent base model of the car body, with loops for headlights, windows, and most of the seam lines on the car. I've been using 5 ortho views to help me along, in addition to a bunch of pictures of course.

Whenever I try to model cars, I always get to around this stage, and am unsure how to proceed. I applied Subdivision Surface under Editable Poly to see how the car looks, and it looks decent in my opinion. I've got most of the smoothing groups sorted out so they act properly when smoothed. However, what's the next step I should take? Do I use MeshSmooth to subdivide, then continue tweaking vertexes? Should I rely on smooth groups for my hard lines, or chamfer edges? I know MeshSmooth lets you change weights on edges, but I haven't had much luck with that.

Anyway, please take a look at my progress shots, and let me know how I can continue this model. Many thanks!

Old 06 June 2013   #2
Hey, I don't know if its just me but I can't see any of the photos that you posted.

Edit: working now

Last edited by gtm1260 : 06 June 2013 at 09:22 AM.
Old 06 June 2013   #3
Even though i work with NURBS only, as first instance i'd say the car is too much smoothed, it seems almost ''gummy'' instead of sharpy and sculpted. Besides u should try to get 4 edges polygons only, i see lot of triangles and pentagons instead.
Take your time to look carefully at the references, modeling piece by piece with accuracy. I mean, do start with the front bumper, then the front fender, then the hood. This way u achieve the whole front part. Then go to the doors and so on. U did all the car-shell in an unique piece, and this is not the best way to get a good model with polies in my opinion.
Keep on it
Old 06 June 2013   #4

You have a decent base mesh going on. several parts could use tweaking however(watch for unnecessary triangles an n-gons as turbsmooth really likes quads the most). When you turn on turbsosmooth, look for weird anomolies in your wireframe. That usually means there is a tri or n-gon there. Try to get rid of all of those if possible. But overall, you have an ok start but now you have to start adding in your control edges and panel gaps. As you can see when you apply a mesh smooth, the whole car is just soft and rounded. The real car has many creases and hard lines to go along with soft contours. You have to add control edges/chamfered edges to all the points you want sharpened. I'll second what Mario said...building a car in panels (as it would be built in factories) can be easier to work with and create a more realistic model. But that's not to say that you can't work with what you have, it may just take some work to get all the correct panel lines/gaps in there.

Really look closely at all your reference images (and you should have dozens if not hundreds if you want to make a truly accurate vehicle). Study the images and take each section at a time carefully refining all your shapes and edges. This is probably the most important step because this will make or break how close your car looks to the real thing. So spend a lot of time getting that right before you move on to the next step.

Good luck and keep going
WIP 1969 Chevrolet Camaro Z28

Last edited by Innovator : 06 June 2013 at 07:21 PM.
Old 06 June 2013   #5
Thanks for the tips guys!

I've made some progress, I started detailing the door to see how well I could get it. Still having some trouble with the handle recess, probably going to start over on it.

Also decided to start on the wheels, as I plan on doing the suspension and undercarriage.

Old 06 June 2013   #6
Do you plan a high res model. If so Your model can be improve in detail by adding subdivisions.

Your topology is dense in this area of the door versus the rest of the door.

Casting Refs: - CG Movies list:
Old 06 June 2013   #7
hmmm....That door handle is leaving all sorts of nasty tris and n-gons. I can't tell from the view posted if you have fixed all the other topo issues but you probably want to do that before detailing anything.
WIP 1969 Chevrolet Camaro Z28
Old 06 June 2013   #8
If you can fix every trrinagles and ngons to four sided polygones you can atchieve wonders
Casting Refs: - CG Movies list:
Old 06 June 2013   #9
Ok, I'll go back to the base mesh and see what I can do.

I know tris and n-gons are bad for smoothing, but what about vertices with more than 4 edges connecting them?
Old 06 June 2013   #10
thats ok if it all leads to quads...but it depends on the mesh and the flow of your topology
WIP 1969 Chevrolet Camaro Z28
Old 08 August 2013   #11
Sorry it's been a while guys, here's a bit of progress. Will post wires maybe tomorrow, off to bed tonight.

Old 08 August 2013   #12
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