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WIP ferrari 360 Modena | Locked | |
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Apr 12 2004 Anchor | ||
yes, yes, i know there are some smoothing errors and some odd modeled parts but this is a wip and i am aware of it. - Edited By operativex On Mon 12th, Apr 2004 @ 2:12:06am |
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Apr 12 2004 Anchor | ||
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Apr 12 2004 Anchor | ||
Yes better blueprints, something with a grid perhaps. |
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Apr 12 2004 Anchor | ||
*me looks at www.onnovanbraam.com and screams "Thank you!" - Edited By operativex On Mon 12th, Apr 2004 @ 1:39:57pm |
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Apr 12 2004 Anchor | |
i didnt know about that site yet, thx BC -- _______________ |
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Apr 12 2004 Anchor | ||
those are my 2 favorite, but they still dont have some cars I want |
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Apr 12 2004 Anchor | ||
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Apr 12 2004 Anchor | |
suurland is way better and way bigger pics, so when you model your cars are not too small! -- snetErz.com - Web Design |
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Apr 12 2004 Anchor | ||
spector, it doesn't matter the size of your car, becuase you can easily resize them.... |
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Apr 12 2004 Anchor | ||
WOW GET BACK ON TOPIC!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
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Apr 12 2004 Anchor | |
NICE!! --
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Apr 12 2004 Anchor | ||
are you using mesh smooth or just smooth looks like just smooth to me, and if you edges to look more square just add more lines near the edges. |
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Apr 13 2004 Anchor | |
Bully! I coulden't have done better myself (not if I tryed really, really hard) |
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Apr 13 2004 Anchor | ||
hey, |
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Apr 13 2004 Anchor | ||
looks good, lots of glitches though (as you said though its a WIP) but heres some constructive criticism.. (f you havent spotted it allready -bonnet is too low, needsto be higher just a point, dont use meshsmooth on the model unless you have prepared, (to understand how meshmooth works look HERE, that site explains it well) to properly iron out smoothing glitches, make the material faceted, it makes it easier to spot the problems.. then switch it off when rendering etc... to ensure a perfect curve in long chains of verticies, (for example a bonnet) make the vertex behind that slighly higher than the last and the one behind that, slightly higher than the last one, use that principle on continous acute curves (works on all curves really, as long as you understand whet i mean) it makes for spot on normals dont forget tou use reference images to death (as blueprints only are really there to give you ideas of angles proportions and curves). good resource site: HERE --
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