Hello guys! Since there is actually no station wagon in Beam.NG (at least I did not find anyone) I wanted to make one. So I started to model a 2005 Ford Focus Wagon, but the blueprints were not that good. Therefore I modified it a bit and decided to make a more fictional car. I'm just at the beginning of the process. I don't have any experience in creating a car with blender or for Beam.NG so it's going to be hard for me (I would be happy if you could recommend me some tutorials or something ) I will attach some screenshots of my current progress with the car. Let me know what you guys think! Of course I'm thankful for any helpful tip that I can get from experienced members. As I'm at the very early start of my project everything may change, including the name, etc. If I made any mistakes concerning my English or something I'm sorry, but as a German English is not my mother language
@NothingToDO Haha Those are not the final tires, I just placed them there for experimental purposes, but you're right, they will definitely grow
That looks very promising! I like the design. It does not have many influences from existing cars, which I think is a great thing.
Like I said, these tires are just for the moment, it's like a very first concept. They will be changed soon
@GameNoobTV Thank you very much! @Dr3w1248 I guess yes. The stock version will be FWD, but I am thinking about a sport or even a rally version, which will have AWD then^^
You shouldn't be using Subdivision Surface for a BeamNG model; you'll get strange artefacts when the car is crashed due to the way the physics handles mesh deformation. Now, for model critique. The problem with subsurf is that people think it's a button that automagically makes things better. However, subsurf modelling is actually a pretty advanced modelling technique as the target mesh needs good polyflow. It also tends to go pear-shaped with an inexperienced artist as it's quite difficult to control. I've circled areas in red where common mistakes were made from using subsurf. The orange/brown circle is because your door pillars aren't curved. (imported from here) The voids between each panel of the car are rounded due to lack of supporting geometry holding it in its intended shape, which makes the car look really funky. The rearmost side window looks all kinds of messed up simply from poor geo control. In general, the car looks unresolved and lacks definition. The key to good subsurf models is to model your base mesh with subsurf from the beginning so you get the surface and shading correct, but more importantly, to model the base with as much care and deliberation as a non-subsurfed model. Below, you can see that my geometry is quite neat on the base model (right), which translates to a clean and accurate subsurf model (left). (imported from here) In short, subsurf is to enhance a model like salt and pepper on a good steak. It doesn't fix messy models (like a caramelised sugar crust on top of a runny crème brûlée)
@Zappymouse Thanks a lot for your comment! I was using the subsurf mod only for a little test render. When I'm modelling the car I just use the "normal" mode. I know I have to organize the polygons better, that will be the next thing I will do @Dr3w1248 I hope so!
stop with this bumping, he has given any news for almost a year stop already, think and read for fuck sake before post something please
That doesn't matter when the post has been dead for over a year. Send him a PM instead if you really want to bother him.