Concept car modeling
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here are a few concepts that i have drawn up in sketchup...most of them are pretty old. the geometry is a bit rough in certain areas and they still have quite a bit of work to be done. the wheels/tires were not modeled by me (they are from the google warehouse) the only plugin used was subdivide and smooth. renderings were done with v-ray. tell me what you think - any comments or critiques would be great!
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Looking good.
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Seems there is no floor?
Next will be more conceptual?
[flash=560,349:37n37p59]http://www.youtube.com/v/6V6DQKAe3DM?version=3&[/flash:37n37p59]
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did a bit of work on the last of the cars previously posted. mostly playing around with v-ray reflections and renderings.
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here are some more renderings in v-ray. let me know what you guys think.
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Great model there bro..
One general question that have been bugging me since I saw the M3 from the grand master elisei...
How does the car designer actually model their car in 3D?
Do they use blueprints? or they just start from scratch?How they design those curves and bulges on bumpers, hood, etc really stun me. There must be a specific dimension from a point to another so I am more biased to think that the designer model a car from scratch. Do they only need an infinite amount of patience? or there is actually an easy way to do that.
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@hussel hann said:
Great model there bro..
One general question that have been bugging me since I saw the M3 from the grand master elisei...
How does the car designer actually model their car in 3D?
Do they use blueprints? or they just start from scratch?How they design those curves and bulges on bumpers, hood, etc really stun me. There must be a specific dimension from a point to another so I am more biased to think that the designer model a car from scratch. Do they only need an infinite amount of patience? or there is actually an easy way to do that.
You can draw out a set of technical diagrams and use them as orthos for making the model. It doesn't always have to be precise as long as the rough dimensions and size are ok, you can make tweaks in the model itself when needed.
I usually just rough out with guides and orthos and then play it by eye from then on.
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thanks for the question hussel hann! the way i start out is by drawing a 2d shape. this is the general shape of the car (cut through the middle). everything is made completely from scratch (although im sure there are possible cues from production cars). like liam said, precision in the beginning isn't extremely important as you can always adjust the model as you go. however, for most cars i will use general dimensions (from production cars) such as length, width, and wheelbase to start. other than that there is no measuring - all by the look. an infinite amount of patience definitely helps these renders are from a while ago because i just don't have time (because of school) to design cars right now. its hard to know for sure, but i would bet on average i spend 60-80+ hours working on just a single car. this includes many iterations of minor changes until i get the car just how i want it to look. however, there is still much i need to learn/much to be completed.
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Thanks a lot Liam and Matt..
Seems that both of you may have different approach/option when modeling a car. And I believe the available option is not that many. (just my 2 cents opinion).
Remember a saying...A men's strength is measured by his patience. You think?
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a car that i have been working with on and off for a few months...still needs quite a bit of work, i might try to make this one complete with suspension, frame, etc. the main problem now is that i just need more time to work on it! keep in mind my rendering skills aren't the best, i only spent a few minutes in vray
any comments/critiques would be appriciated
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On this last concept serial reflexions are curious : seems destructured!
they don't help to define the forms!
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