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>> No.482352 [View]
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482352

>>482332
Which industry? If engineering/engineering-like, you need a solids modelling program (SW, Catia, etc). If gaming/everything else, go Blender, Max, Maya, etc.

Tips for your Ferrari:

NEVER subsurf/turbosmooth until your manual modelling skills are excellent; modifiers can never emulate good modelling, will give sloppy polyflow, and tends to mangle your sharp edges like those valleys running along the sides of the car unless you know how to control it.

Polyflow. Keep a uniform grid of quads of roughly the same size. Some triangles are unavoidable so don't panic if you need to make some.

Blueprints are often inaccurate and should only be used as a rough guide. Use actual photos for your reference material.

Window pillars are curved outwards slightly. A perfectly flat window won't be able to fit in the door when wound down. Take a look at any car and you'll notice this.

I know this might be a WIP, but don't be lazy. If you want your work to stand out, model the engine, suspension, interior, and transmission. Any chump can model the exterior of a car in a matter of hours.

Unwrap and texture. Much better results than assigning different materials to every part of the car.

Save images of your work in png.

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