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My First 3D Car Model


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This is my first attempt at modeling a car in 3DS MAX. I chose the BMW M3 E30 because it is one of my favorite 80's cars and reminds me of the Sentinel XS from GTA:VC.

user posted image

user posted image

 

It is still a Work in Progress, but i thought i'd post it and see if i can get any tips on adding small details to it, like trim and splitting thebody frame into sections...?

 

I am also interested in modeling cars for game import in the future, so i'm going to practice low poly models too.

Edited by DuPz0r
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About the color, instead of Blue, make it black, and the green, make it dark red. It'll look better.

 

Hold on a bit, i'll edit this post so you can see an example.

 

user posted image

 

user posted image

 

 

Couldn't find a paintjob that gave me exactly like I said, but just switch the colors around, and picture your car like that.

 

Sorry if i don't make sense. confused.gif

Edited by Blizzard14
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For a first car, it's good.

But in general it's far from good. Even though it's hard to see in the mesh view, because there's so many polys, your poly lay out is extremely over done and uneven. Did you apply a meshsmooth on it? If so, work on getting it to look good as a low poly model THEN adjust it to look good when smoothed.

Also, your normal/smoothing groups are way too rounded. There's no good sharp lines. If you mess with meshsmooth, play with vertex weights. And adjust normals.

Besides modeling problems, the car looks out of proportion. The rear bumper is WAY too long for sure. The bottom extending part doesn't go out nearly as far, and again it's not round like that. The whole car in general looks like it's got a -thinner on top, wider at the bottom- sagging kind of look to it. All due to over smoothing and improper portions.

 

As for breaking it into parts... well you're supposed to do that WHILE modeling. You should model the car as if you're building it in real life. They don't make an entire car and THEN break it into parts. You should model the parts separately.

Or at least get a general shape, then break it off and improve details.

 

Here is an example of what I would consider a good model of an E30

 

 

Don't get discouraged though. No one is perfect at first. You took the right step in asking for a critique on your work, now you just need to work with it, it's the only way to improve. The person who modeled the car in the video above undoubtedly has modeled for quite some time.

 

To give you hope, Dangeruss at deviantart is an awesome modeler. Here's his 3d car gallery http://dangeruss.deviantart.com/gallery/#3D-Cars

I was going to post a picture of one of his first cars but it's been taken down. My point is, 5-6 years ago he wasn't nearly as good as he is now. And as far as I can tell, he's become a modeling machine. This guy just pumps out awesome car models with awesome background scenery, breathtaking watches, even photo-realistic interior home shots. For inspiration, I say look at his entire gallery on Deviantart. Some amazing things in there.

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ghost of delete key

HOLY POLYCOUNT, BATMAN!!!

 

 

Gotta say, it looks fine for a first. Impressive.

 

The render is weird, though. "like Jello" just about says it all.

 

Let me guess you went NURBS-crazy, didn't ya? tounge.gif Stunningly liquid.

 

On the next one, try as a goal the most poly-simple thing you can make while still looking like a car.

 

The secret is texturing. Well applied texture can and will more than make up for lack of curvature. It's a challenge, but check out all of R*'s cars, and you can see a running design theme.

 

More polys = better veiw renders

Less polys = better gameplay

 

colgate.gif

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