New modeller looking for tips tricks critics.

Hi everyone. Im pretty new to modelling. I think its hella cool stuff though. That said , i made a model of a car i thought i would show and get some pointers as to how i could add a lil more life to it. Check it out here and gimme da gunz :slight_smile:

The model is to be viewed at a fair distance , racing game style , so would it be fine?

http://willcotter.elementfx.com/Images/DodgeChallenger08Screenshot01.png

http://willcotter.elementfx.com/Images/DodgeChallenger08Concept01.png

Thanks.

I’m not a modeler, I’m a coder so I’m I can’t give great artistic criticism but…

As a car I think it looks good, could use a bit more detail (probably in a texture) around the seams of the panels and window seals though.

Could you post a wireframe and give some details as to poly count? That would give a better indication of whether or not it would fit its intended use (from a technical standpoint). Anyway, like I said I like it and think it looks good. Keep it up and thanks for sharing.

Cheers

More life out of it would likely come from 1 of 2 things. You do a higher poly version, which means you sculpt some more details in, and bake those details. Or 2, you simply paint in higher res details. Probably some of both would help that model, but otherwise looks like a pretty good job.

I like the forms you’ve got going on. Nice and chunky, reads well.

Get a handle on smoothing groups in Max. You could define your shapes a lot better and get rid of that horrible vertex normal bending that’s going on all over the bonnet and hubs.

It’s really hard to give any real criticisms on the model without viewport screengrabs with wireframe overlays, though. Don’t bother rendering your models if they’re for use in a game. The viewport is a far more accurate representation of what it will really look like in use. Just print screen and crop :slight_smile:

You need to give us wireframe image and the polycount.

Looks good, just make a lot more of them and look at smoothing groups, as well as turning a few edges to prevent the weird lighting on the hood vents. Probably wouldn’t occur with a decent pixel shader, but still desirable to fix.

Sometimes you need to split polys in a logical manner to control the flow of the model and lighting, this comes with experience and a lot more models done :slight_smile: you are on the right track.

Ok, sorry guys didnt realise the wireframe pic was the one to show. Well , theres two versions of this model i am working on. Low and High Poly version. Heres the wireframe of both, and atm , the low poly version has 5500 polys (thats with all the extras, wheels included).

Low Poly version 5500 (and still changing)
High Poly version 8700 (and still changing)

http://willcotter.elementfx.com/Images/DodgeChallenger08Wired01.png

Now i notice a few of you mention smoothing groups. I have a smoothing group applied globally to the entire model, but i didnt use any other group cause the contrast seemed awful. Group 1 and group 3 for eg: where they come together, it just looks wrong, not a smooth blended flow. Of course im completely rookie at all this , so i am most likely missing some great trick of the CG Jedi world, but thanks for the info , i will look into it and see what i can dig up to help me out.

That is the purpose of smoothing groups. Where two different groups meet, the edge will appear hard rather than smooth.

If you want it defined like a hard edge, but smooth like it has one smoothing group, the only way you’ll achieve that is through normal maps or adding support loops.

Hmm , ok , im working on it , thanks for the heads up. I recently added a little bit to my collection if you wanna have a look, im pretty nubish though.

http://willcotter.elementfx.com/Models.htm

Recommend a forum like cgtalk, for this. Unity isn’t a very good place to learn how to model properly or get critique, but cgtalk pretty much exists for that purpose so you would get plenty of hands on advice.

Ya i know it hippo , but i spend most of my time between unity , modelling and texturing , and back to unity , so i cant be arsed to spend much time outside of unity related content on the net either at the moment. I just kinda wanna make sure im headin in the right direction for game ready models. Trying to learn it all at once is proving pretty crazy. So just getting a few peoples insight is good enough for me at the moment.

PS: not to mention , but these days it takes me half a day just to read through the new posts on this forum , let alone another one, haha .