Corvette Vision Stingray Concept
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Hello.
I wanted to model this car from scratch since long time, first of all because I like it a lot and because I wanted to see more from Sketchup than architecture and interiors that I'm doing at the University. To build up the primary shape of the body took me around 13-14 hours, from setting up the "blueprints" (which don't exist because the car is a concept... just modified some pictures to look like blueprints) to the last polygon. I'm still working on it to improve the smoothing and planned to start modeling the interior, rims and original logos.
Rendered with Twilight and post processed with Photoshop. C&C's are welcomed.
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2 images are some dark and don't allow to see very well the forms
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@unknownuser said:
2 images are some dark and don't allow to see very well the forms
I know... I don't understand why they come out so dark even if I fill the scene with lights. The render inside the warehouse is intentionally made dark Working on it
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That's very impressive...
I notice the emblem is kind of glowing in the dark scenes?
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impressive! looking forward to see the interior!
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I like how you think !
Add gaps for the body elements , it will give it a much nicer stance ! Also add more segments at the wheels arches and where you see segmented arches, circles !Nice work !!
I retouched a bit one of the renders(I hope you don't mind).
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Very, very nice, Nicholas
It's great to see somebody doing cars here. I think you should abandon architecture completely and stick to this sort of modeling
I, too, am looking forward to seeing the interior. Almost nobody puts an interior in their cars, don't know why. For me that's more fun than doing the exterior.
But I'm a professional nitpicker, so....the left front tire looks like it's about half a pound under inflated. Please take care of that.
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@krisidious said:
That's very impressive...
I notice the emblem is kind of glowing in the dark scenes?
Thank you all for the appreciations yeah, I guess it's the glossy plastic too glossy
ely862me - wow, it's that some kind of magic ? looks great what you did with the front fender wheel arch I don't mind at all, brighter image too which brings the metallic grey in attention, thanks
hellnbak - yes I have been told before to stick with car design ... well I've been doing this in high-school even since elementary I've been drawing cars and jetliners, never thought I'll start modeling cars even if I take it just like a hobby of mine... who knows, after I get my signature as an architect I will do some master in design.
Well the interior for this car will take much more than the body, especially in SU, and I don't have any reference drawings or blueprints, just pictures and designs of the concept found on Google. So it is kind of "eye-metric" modeling and won't be so identical to the real life thing.
This rendered today while I was at the University. Ugh... still too dark.
Wireframe high-res + stuff from the work-in-progress.
Poly count before beveling wheel arches :
Poly count after beveling wheel arches :
Not that big difference but it looks better, I guess...
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Remade the door windows and windshield :
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Thanks, that's very kind in a few days the body will be ready because I got my hands on the Artisan plugin
Well it's a first time when I'm working with this plugin, so here's how it looks I'm veeerrry excited !
with the old geometry
Now the polygons go to the count at over 120k
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@omikron said:
I got my hands on the Artisan plugin
Oh no! Another car modeler goes over to the dark side
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@hellnbak said:
@omikron said:
I got my hands on the Artisan plugin
Oh no! Another car modeler goes over to the dark side
Why's that ? Just a tryout nothing more, nothing less... I saved both versions, but to be honest, I like the original version of my model and I think I'll use the plugin to adjust the wheel arches and to smooth those air intakes.
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Artisan may smooth it out a bit and such but your original geometry was very impressive for hand built. I have Artisan and only wish I had more use for it. I mostly model standard geometric shapes, I hardly ever get a chance to do anything organic or as complex as cars. You're surely going to be one to watch. Make sure to check out all of HellnBack's cars. He'll blow your mind with detail.
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@krisidious said:
Artisan may smooth it out a bit and such but your original geometry was very impressive for hand built. I have Artisan and only wish I had more use for it. I mostly model standard geometric shapes, I hardly ever get a chance to do anything organic or as complex as cars. You're surely going to be one to watch. Make sure to check out all of HellnBack's cars. He'll blow your mind with detail.
Grazie.
Question before I start getting my fingers in details : Artisan plugin can subdivide portions or only complete geometry parts ?
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It will try to subdivide anything you choose. it has different levels of working. you can free form with it and choose iteration amounts, or you can choose already built geometry and apply a subdivision to it. sometimes it works well, other times it doesn't. I normally think I've messed some thing up when it doesn't work.
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It gave me an error when trying to subdivide the windshield (even if it doesn't need any more smoothing) because I intersected a volume with it in order to create the black border as on the real cars. Works perfect and fast on wheel arches and selected geometry. It can mess up things if you don't have correct triangles or squared geometry.
Here it is :
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I retouched a bit the pictures in Photoshop (filters-reduce noise,curves-to brighten the dark areas-- bla bla ) and the wheel arch with the pen tool(I made a smooth arch) and smudge tool(covering the sharp edges).
It's a long story to subdivide an entire car. First of all you need to model it with that in mind. There are specific rules for Artisan, and you learn them mostly by trials !
Here's an interesting topic where you can see a lot of works with artisan http://sketchucation.com/forums/viewtopic.php?f=335&t=42938&hilit=artisan+collection#p382310 .
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Thanks that is really useful... I like your car, just watched your car modeling thread and it is awesome what you are doing Good tip !
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First attempt with a realistic sort of render
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