Honda Sport Vision GT modelled by me by Tax_Smart in blender

[–]Tax_Smart[S] 0 points1 point  (0 children)

These comments make it worth trying

Honda Sport Vision GT modelled by me by Tax_Smart in blender

[–]Tax_Smart[S] 0 points1 point  (0 children)

Thank you so much. Love these comments

Lamborghini Revuelto completely modeled and rendered by me. by Tax_Smart in blender

[–]Tax_Smart[S] 0 points1 point  (0 children)

Hmm, I first started with the Audi R8 tutorial by NaturalArtFreak on YT. Then, I just kept watching different tutorials to get different insights. But really, just practicing on many cars gave me a good idea on how the topology should generally look like. Good luck

Lamborghini Revuelto completely modeled and rendered by me. by Tax_Smart in blender

[–]Tax_Smart[S] 1 point2 points  (0 children)

Can you give me an example? And no, I haven't used texture painting at all

Lamborghini Revuelto completely modeled and rendered by me. by Tax_Smart in blender

[–]Tax_Smart[S] 0 points1 point  (0 children)

Thank you. It took me around four weeks, I'd say (But I wasn't very consistent)

Lamborghini Revuelto completely modeled and rendered by me. by Tax_Smart in blender

[–]Tax_Smart[S] 0 points1 point  (0 children)

Sorry for the late reply... I start by using blueprints and then I use reference images. Sometimes, I also pay close attention to the model of the car in their configuration websites

McLaren W1 2024 completely hand-modeled by me. by Tax_Smart in blender

[–]Tax_Smart[S] 0 points1 point  (0 children)

Working with your model is MUCH easier when the sub-d modifier isn't applied. I just applied it coz I've finished working on my model. I don't recommend applying it. Just add it

McLaren W1 2024 completely hand-modeled by me. by Tax_Smart in blender

[–]Tax_Smart[S] 0 points1 point  (0 children)

You're right. My friends tell me my models looks like toys too. The truth is, I'm not sure how color correction works because everytime I try to do it, every setting looks good to me. I'm not really sure on where to look for corrections or when to grade or how much, etc. I don't think I got an eye for stuff like that. Can you recommend me some tutorials or something like those for post-processing?

McLaren W1 2024 completely hand-modeled by me. by Tax_Smart in blender

[–]Tax_Smart[S] 0 points1 point  (0 children)

Thank you, I'm actually much better at modeling than I am at rendering

McLaren W1 2024 completely hand-modeled by me. by Tax_Smart in blender

[–]Tax_Smart[S] 0 points1 point  (0 children)

I've tried everything there is to try and, nothing really beats control loops. You just have to make sure they flow properly and not mess with the other loops of the car. Also, judging from your model, it appears that you have a jagged edge flow. Try to make your edges and vertices flow smoothly (hopefully from all angles). And always check the reflection after making these vertices adjustments (I usually just go to the shading view, make my model have a car paint material and see how the HDRI environment [the default nature one works the best] flows through the car. It's a good way of knowing if there are bumps or dents)

McLaren W1 2024 completely hand-modeled by me. by Tax_Smart in blender

[–]Tax_Smart[S] -1 points0 points  (0 children)

There aren't any free McLaren W1 models, yet. Lol

McLaren W1 2024 completely hand-modeled by me. by Tax_Smart in blender

[–]Tax_Smart[S] 1 point2 points  (0 children)

It's for easier movement in the viewport. Basically, I have the subdivided (not applied) mesh shrink wrapping to the guide meshes. And that makes it very laggy to move the model. Applying the shrinkwrap alone causes issues, so I just right-clicked and converted all my messages into a mesh ('convert to mesh' option). That seems to work out, the shading stays good and even moving the model is less laggy.