So I read a few tutorials on modeling cars, and have began making a model of a the 2005 Volkswagen Gol for my first car as it is fairly simple. I have been sticking to a roughly uniform size for each polygon. I don't want to continue further until I know i'm doing it correctly. After an hour I have created: in edit mode: It may not be much for an hour, but I have been taking my time and paying attention to detail. I don't to continue only to find out that this is incorrect and that I should scrap the entire thing. I can post more views of the model if needed.
Are you using blueprints? The proportions look odd, long and narrow. Good blueprints would help make it accurate. Bad blueprints (with perspective) can do more harm than good. Build it to scale right from the start so 1 unit is 1 meter. It's harder to scale the car when it's built and separated to parts. Wheelbase is the most important dimension to get right, everything else should be in place if the proportions are good. Put the origin point at ground level in the middle of the wheelbase. Your polygon structure looks ok to me for now. It's better to keep it quite low-poly first, it can be refined where needed later.
Thanks for the reply, and that is good to know. I have another question I did not consider when making this thread. And that is, what do I do for the underside of the car? And yes,I'm using blueprints.
I suggest adding a loopcut where I placed the red line, if you're making your model quads, you should avoid using triangles. for the underside of the car, you should google around and see if you can find any pictures of a frame or the car from underneath, you'll probably have to model that without a blueprint, but once the mesh is done, it shouldn't be too difficult. I use a addon called Meshlint to find flaws in my modeling, check it out: http://cgcookie.com/blender/2013/07/23/addon-mesh-lint/
Okay, I shall add the loop cut. Thanks for the reference to the plug-in by the way, as it is very useful.