/3/ plz tell me how to make this look better, appart from the obvious what am I missing?Its based off an early 70's dodge challenger.
Create smooth shapes using a subdivision modifier instead of only beveling.Look up an intro to subdivision modelling.
that is using subdivision
>>553497Look up an intro to subdivision modelling.
>>553499yes how could i improve it though?(unsubdivied mesh)
>>553501The sides are too flat and the wheel arches have no detail. Start there.
>>553501have you ever seen a car?
>>553503yes i have and this is what im modeling off
>>553501The bevels you added to everything negates the subdivision. They add edges that reinforce your sharp edges on the hood which prevents subdivision from smoothing the shape.Look up an intro to subdivision modelling.
>>553506To expand on what he said, two edge loops really close together = hard edge. If you want the top of your hood to be smooth, all those edges should have an even space between them. Same for the wheel arches.
>>553504Do you think pic linked looks like your 'car'?
>>553501Dont use support loops yet. Use creasing or smoothing groups or opensubdiv edge weighting.Once you get the shape subdivide for real and thendo the support loops or bevels if you want. If you add details without having enough topology to hold the shape the details will disturb the smooth modifier.
>>553504first this only to get the door rigth, the reference is horrible, try another color
>>553576It's amazing that your able to 3D model, do you have to use some special software to help you, or like a cool animal that guides you? I guess I always thaught certain jobs just coun't be done if you have a disability. May I ask, how blind exactly are you?
>>553620Is that why you can't 3D model, because of your inability to learn English?
>>553622Sick burn mate, expect it makes no sense and you have no basis to judge my skill, where I have a plethora of images on this thread showing me just how well you can model.
>>553484Did you select 'Shade Smooth'? You need to do that.Stop beveling stuff with ctrl B, use the Bevel Modifier and the 'Bevel Edge Weights' setting, you can even use vertex groups for extremely fine control and multiple Bevel modifiersYou also need to use more than 2 segments when you Bevel (whether Modifier or Ctrl B), like 4 or 6 (needs to be an even number, odd numbers tend to create pointy spots that don't look good), you also need to tweak the Width and Profile settings. Also, sometimes you're going to want to use Shift E on edges to control how Subdiv works; sometimes you want an edge to be very hard or to stop a weird shape (such as a semi-circle or circle) from forming where you've cut out say a square door shape or window or somethingAdditionally, you may need to use up to 4 levels of subdiv (but probably not higher than that), unfortunately I don't know of any good way to specify individual levels of subdiv besides Separating parts of your model (which isn't a bad idea anyway).If you look at your ref, you'll see that while there are lots of beveled edges, there is also lots of smooth transitions between elevations. This is achieved by having SOME edges Beveled, and surrounding edges UNBEVELED, or even specifying different widths / profiles for those edgesBest Regards OP, sorry for all the meme answers in this thread
>>553624The part where you didn't post any of your own images lets know you can't actually model for shit and are likely from Australia
>>553630You don't need to be a director to know if a film is shit. But by all means criticise my current project.
>>553675That road is well too wide for it to be a single lane.
>>553688Simple fix, thanks.
>>553675nothing of it looks real but the material you use for the lamps, lightning is also very unrealistic.
>>553675Got that PS1 FMV vibe but with too much detail, which is what makes it weird for me.
>>553694I'm not perticuler going for a realistic vibe too much work, lighting is very easy to make so it tends to look more real.>>553697It's probably the simplicity of the textures, no rust, dirt that sort of thing.
Seems like those GTA series cars from 2001-2006 games
>>553675Everything is a little too clean for a busy street and the materials on the buildings are awful. Some of the models are details are good though, definitely a wip but has potential
Round the sides out so that they stick out by a small bit.
>>553484This is part of why people consider Blender bad, because you get arrogant morons like this making its community look like shit. Stop being retarded and swallow your pride. I suggest taking a really long look at your mesh so you can notice large differences in the shapes compared to your references.
>>553733>What the hell is this animation supposed to be?>>553895Also this. Same shit happens with DeviantArt which is part of what makes it absolute cancer. Everybody just sucks each others and their own dicks and any legitimate criticism is dismissed as hate or trolling.
>>553899Trash dove anime style
>>553895>>553899>arrogant>OP asks for feedbackThe only thing he's guilty of is being a beginner, getting baited by a memester, and having a relatively poor grasp of english. Telling a beginner to "take a long look at your mesh" is worthless, they have no experience, no frame of reference. Telling them "get more reference images, look at other models, improve your general understanding of modeling (in particular subdiv box modeling), etc" as has been said in this thread is actually how you make noobs be less noob.By no means is OP arrogant.
I'm working on car model my self... It not going too well.
>>555530I swear you can spot a Blender render a mile away. is cycles just that shit or are 99% of Blender users too retarded to watch a tutorial on how to set up their renderer?
>>555564When I'm finished with it I'll install filmic blender and render it, Fuck off, Geoff.
>>555564just curious: which aspects of this render are you scoffing at?
>>555564that's because default cycles shaders are crap. this is why you have andrew price and alikes building custom shaders.
Started a new model, much better than the red car.