@thepainter
I didn’t count the hours.
I’d say around 12 to 14 h. It includes time searching for references and studying them.
It is not the most of the time, but it takes some time to work on references.
I’ll try to track more precisely the time spent next week.
It would need low polys for a game.
HOME WORK WEEK 2
Hello,
congratulations to everyone, there is some amount of good work here !
I’m sorry i couldn’t be more present in the thread, i’m really missing time to come here as I’m quite busy in “real life”, so i focus on my modeling when i can.
I made some good progress, but i’ve been strugling also…
Just like it was said before, it is difficult surface modeling. I had a panic moment when i saw myself having difficulties to find to good modeling, topology, etc.
Choosing to model the “carcasse” was may be not the simpliest way to go.
Well, i still find also myself slow in the process (i can only work on it after full time job, that is may be a reason).
I hope i could find a bit more time and go faster next week.
I’m not very happy with my overall result. Adding geometry and loops destroyed a bit the surfaces, and there are still a lot of details to fix. Who said “panic moment ” ? lol !
I think it is best to have the model for you to see so i uploaded a sketchfab after removing mirrored parts to stay under 50 Mo file size.
Car
https://skfb.ly/6zKXo
Front Door
https://skfb.ly/6zKXs
Carcasse
https://skfb.ly/6zKXv
Back Door
https://skfb.ly/6zKXx
Rim
https://skfb.ly/6zKXy
There are some really good work i’ve seen here. The old truck is awesome !
I imagine a funny crazy race car game with all those models.
Hello,
I made little progress on my model.
My intention is to model something like that, may be not with all the details, but having one single mesh like the real structure. I want all the doors to be functional.



It’s not easy, but i think i’m on my way. There are still geometry to add and fix, and topology of course.
May be you don’t see it imediately, but i’ve fixed a lot of things since last session, with the help of references.
I placed some new elements and reshape things there and there, and prepare for next steps in the front.
I want to model the holes in the metal in front of the car. I also blocked the interior limits.
I take my time to update the overall model, instead of modeling piece by piece in detail.
It allows to move parts and modify without having to redo or deconstruct what would have been made in a hurry.
Also, i wanted to be sure what i can’t avoid to model and what i can before going ahead in details.
I realize i have a different workflow or method than most of you.
I don’t use the subsurf yet, I stay in flat mode and I model the overall instead of piece by piece.
I want to have the right proportions and coherence before modeling details.
Well, i don’t know what is the best but i feel more comfortable this way, regarding the choice of car.
With modern designs i would use your method.
Also, having this big complex single mesh (light blue color) can’t be done just like it was a single plate or piece.
Well, still blocky for now, but i have everything in place to start detail modeling.
Thanks for watching !
right clic on images to display them
I noticed my submissions are missing on the Consolidated. Two F 🙁
Hello everyone !
Thanks for the charts.
QUESTION :
What is the “consolidated student ” status (sorry, i’m not english native) ?
I can see my submissions have not been taken in acount in this tab.
I’m affraid i didn’t understand where to post submissions.
Thanks, and see you tonight ! (for me it will be tonight 🙂
@arev
Did you check the front or side view ?
Try the matcap too .
BLOCKING
Hello, i couldn’t wait to start, so i put my hands on the blend and let it flow.
The very beggining was difficult and i scratched my head more than one time, just like “where to start ?”
This is a rough blocking stage, not yet achieved.
Shapes, topology, edge flow, etc. are bad for now, but i now have something to work on.
The most dificult is putting the first surfaces .
I put colors to show the diferent pieces/sub-mehses. All edge modeling.
I like to stay in flat shading at t his stage of project.
Well, that was the first session on the blocking 🙂
These blueprints are defenitively not enough to make detailed work for cars, in my humble opinion.
In fact, they are not “real” blueprints, but simplified ones.
So here’s my unachieved blocking.
Personally, i can work on the project 3 to 4 hours / day, a bit more the week end.
I hope it will be enough and will manage to achieve it. That’s also why i wanted to work on it today.
Here the skectchfab
renault 16
Nice to see the variety of choices, it will make an awesome car collection in the end !
Thanks TheLuthier !


@thecabbagedetective
Hello, if deformations are too much prononced in the blueprint, it can be problematic.
You can always taking acount of only one side (right or left) to establish your model, and ignoring the other side of mirror.
But sometimes it’s not enough if deformations are too big. You have to adapt, find references or change blueprint.
I always check my blueprints inside photoshop before importing in blender, and also make my own if needed and if i got lot of references. As you can see above; i took different references, sized them and aligned them in photoshop and assembled in illustrator into one image.
I used the deformation tool in photoshop to match the wireframe design reference with the one just under (éclaté), using layer transparency, because the scans deformed the images if you don’t take care.
HOMEWORK SUBMISSIONS WEEK 1
Hello,
here my recent submissions.
https://cgcookie.com/u/lollito_larkham/projects/aeroplane-a59765b2-8ccb-42f8-9801-277d0326e683
https://cgcookie.com/exercise_submissions/14015
I prepared my blueprints in photoshop, to align verticaly and horizontaly and export layer as images,
I prepared my scene in blender, at the right size.
I collected references also.


I will model the base by edge modeling, then add separate pieces, probably with nurbs modeling, or at least have a try.
I’m mostly an edge modeler instead of box modeler.
Before all, i like to have a first round of collect and watching references, before tweaking first vertices.
The picture below shows the two parts assembled, and at the bottom it is the lower part alone (upper right image).

Hello Cookies eaters !
i’ve decided what car i will model.
This is an old school french car, Renault 16 TX (1980)
Why that old stuff ?
Because i don’t like 1990/2000/2010 car designs. to me, the more you go back in time, the most interesting cars are.
And, may be avove that, it is a car that is well documented.
The problem with blueprints found on internet, is that they are rarely complete, nor precise.
When it comes to model details and interior, it is best to have made a good choice (a car with a lot of references). I know, because i have the problem with my McLaren M4B which you can see the progress on my profile. They are not a lot of references on internet, and i’m struggling to model details accurately.
Well, my choice is made, i hope i won’t have to regret it, and hope you like it !