The 3rd week has concluded for the car project, and I and happy with the progress I have made. There has been some rather significant changes in the model, including the workflow regarding it, and the reference itself. I have been given permission to change the Countach from the LP400 model, to that of the LP500. The primary changes between these two models, is the removal of the roof engine mounted intakes. Where the side meets the undercarriage is less pronounce, as well as the the actual frame of the vehicle being more square like. Basically, its a more bare boney version, relative to the LP400 After removing the air intakes, I spent time fixing the geometry around that area so it worked smoother with the rest of the body. These changes might all sound minor, but they have major impacts on the overall design of the vehicle, and the future details I will be adding to it. Here you can see both the old and newer models side by side: I also resolved around 90% pf tje triangl...
The majority of this week I spent improving the general mesh of the car. Specifically getting the mesh to be less blocky. I did not add to many edge loops to the build, as I wanted to keep it lower to more easily manipulate the car, but more importantly be able to easily cut out sections like the hood and bumpers later on. I also added a backplate behind the wheels. The underside of the car wont be modeled, but this portion of the bottom can be seen from the sides. This will be made a bit nicer in the future, but it was primarily needed now as to clearly indicate that there is portions of the model their, that aren't part of the cars main body. I added some minor extrusions and edge loops to the part of the body that meets the tire frame. This was so that the frame remains intact after smoothing and subdividing the car. This was also done where the side of the cockpit meets the lower body, as well as where the window frames meet the roof. Speaking of windows, they have been remove...
This project went a lot smoother then the sink model I had made previously. I'm also far more confident that there are no Ngons. Unfortunately there were 5 present in my sink model, but I like to think I have gotten far better at catching and eliminating them. One think I know I still don't have the hang of, is Marmoset. I feel as the texturing quality, along with inhouse rendering that I am producing in Toolbag is easily less then the quarter of the level I do in Substance Painter. That being said, from my understanding Toolbag is more capable, so its worth while to attempt to learn it. It also renders far faster then Iray, but in terms of the actual quality of the final shot, its significantly lacking, but I believe that's due to the fact that I don't understand how to effectively use the software and all its settings. The model itself is relatively simple, but accurately resembles the topology of the dagger from the given reference. I've been running around in t...
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