maya motorcycle fender advise.


#1

Hey people

I’m new to the site and am trying to get some feedback on a project that i am working on. I am doing some RnD work for a motorcycle I am working on. I have measured and mocked up a stand in version of the rear frame of the bike and anything that might influence the modeling of the rear fender. the goal here is to model a scale fender, UV and texture it along with a glass tail light. I want the tail light to actually have light.

Right now I have the fender done (I hope), and am working on the tail light which is modeled off an old shot glass. I am planning on texturing the fender with a carbon fiber look, and would like to achieve the most realistic look.



My first question is, when considering that this is just for still images and just concept modeling, is it good edict to get rid of all the N-gons?

Second is just wether anybody can see anything wrong.

so please, questions, comments, concerns would be much appreciated.
thanks.


#2

I would say you need to retopo your mesh. It’s easy to correct. You just need to follow to natural flow of your curve


#3

Also when modelling subject matter that requires reflective surfacing, as a tip I usually validate edgeflow by applying a carpaint shader when initially working on the base mesh, which tends to highlight those area’s of surface inconsistency.

EDIT:
Plus if of interest and you get stuck where too start, then I’d suggest this Shader generation tool for Maya as an option:

http://forums.cgsociety.org/showthread.php?f=59&t=1323212