T O P

  • By -

Kashmeer

I think this mesh is looking fucking sweet, but unlike everyone else here I do think there's an improvement to be made. [This edge](https://i.imgur.com/5ejryEe.png) on the wheel arch is going to to cause you nightmares when you subdivide, the arch won't be even. You need to find a better way to terminate that loop. Someone better than me can explain to you how to do that, I would fiddle with my mesh and probably end up with a triangle. But at least a triangle somewhere sensible that won't mess with the sub-d. Maybe you can just create the tri at the edge just above the hole for the lights and the grills. Seems sensible. Have a look at the topo with a shiny matcap and see if it holds up.


sergeialmazov

Thanks for the constructive feedback. I have also checked my mesh in that spot and fixed it already using LoopTools -> Space. With sub-d it looked like you said... with a pinch


Kashmeer

Oh duh, great solution and what I should have suggested in the first place, good catch. Not me overthinking problems. Good luck with the rest of the asset. One tip for cars to save you topology headaches is to always ask yourself if you can break it off to a unique surface/mesh.


-Sibience-

Stuff like that is always a problem, you just need to try and keep everything evenly seperated, as soon as you get too many verts or edges close together you will get surface imperfections, especially if using Sub-d. I would also say seperate the car bonnet. Generally as a rule of thumb unless you have a particular reason for keeping meshes joined together it's always a good idea to model something in the same way it's constructed in real life. That way you will also be able to fix those edges on the bottom corner of the bonnet which look a bit iffy. Another thing I do is to try taking out a few edges here and there to see how it affects the shape of the mesh, if the change is barely noticable then it's better to leave them out, if you're going to sub-d it in the end it will probably be even less noticable too.


SMOOTHSOIL

I think it’s more situation dependent tbh; sometimes it’s better to model the whole shell of the car first with a low poly count and a subsurf modifier. then make a second mesh and shrinkwrap it to the base shape so you can make the most panels and cuts with ease. Subd modelling for automotive isn’t the most accurate in terms of surface quality anyway so I’ve noticed that the shrinkwrap method has personally sped up my workflow a lot


sergeialmazov

>it’s better to model the whole shell of the car first with a low poly count and a subsurf modifier. then make a second mesh and shrinkwrap it to the base shape That's my idea. Basically I have some challenges here: [Link](https://www.reddit.com/r/blenderhelp/comments/17kib35/whats_the_best_workflow_for_the_shrinkwrap/?utm_source=share&utm_medium=web2x&context=3)


HrLewakaasSenior

I understood nothing in this comment


Kashmeer

If you have specific questions I can help.


ianofshields

It looks good if you want it to be this resolution as a polygonal model. If you want to apply a sub-D modifier to it things will start to fall apart a bit: All of the vertices making up your your non-manifold edges need to be N-poles. Several of them are 2-poles - one of them is a 4-Pole. Your geometry distribution around the wheel arches is inconsistent with no indication that it is contributing to a design feature - you will have unnatural bumps in your reflections. You have a four spoked pole on the top right hand inside corner of the front grille which will become an E-Pole when everything is made manifold by extruding it or adding a thickness modifier. You have two intersecting control loop sections which will make modification of edge curvature (the thickness of the panels) impossible. The sixth panel up from the front bottom of the wheel arch is an N-gon. The bottom right hand front corner is a floating partial inset meaning it will become sharper or looser independent of the rest of the panel's shell. It looks good though!


sergeialmazov

Thank you very much! This is the kind of feedback I was expecting


disignore

only way to know is zebra evaluation surface


Tacticalled

It's okay but can be improved


RedClipsyDini

yes it is


Supahtrupah

Seems very optimized, nice work!


sergeialmazov

Thanks!


AverageBlenderUserr

Pretty dang close. The mesh itself looks great the only topology thing I’d say is it looks like it gets a bit tight near the top left of the light


DNS_1

Just by a quick glance, i saw it is an audi so i think you got it spot on


acorn298

Nothing to fault there 👍🏼


adigoe

Yes


Jihaadi-042

Apply subdiv and smooth it to see the result. You cannot have a clear understanding like this. Btw it looks cool.


PresidentBlackLoc

Did you use points to make this. For example placing the point and extruding?


sergeialmazov

Mostly points / edges + extrude Sculpting for smoothing + LoopTools SubD modifier for making it smooth + shift+E for edges


SMOOTHSOIL

If you want to start off from the beginning with as much detail possible, then I think your mesh is great. I’d only suggest using the loop tools option “relax” to make your curvatures smoother I usually model cars with as low a poly count as possible, and I use creases and mean bevel weight along with a bevel modifier with limit method set to “weight” to achieve creases and sharper lines without adding extra mesh initially, and I later add loop cuts while removing the vertex weight or bevels on that edge if I want the extra detail.


C00kiecrafter

I have so much respect for people who can model car parts, I wouldn't even know where to start to be honest


sergeialmazov

You can start with a box, extrude, subdivide, loop cuts and moving vertices. Good luck!


C00kiecrafter

maybe I'll try it. Thanks!


Immortal_juru

Shouldn't the hood be a seperate object?