Awesome job! Once you finish tweaking that spline it'll put you in great stead for your model, will be a breeze after that!
just like the license plate says: "YAY" !!Shoutout to Gary for showing the spline + photomatch way of creating a car.
Made a spline model based on blueprints, and just now matched some pictures to it. Some parts are still obviously wrong, like the front, but overall it's pretty decent already. And since it's my first attempt at camera matching it could probably be better. I'm getting error values around 2.5 where under 1.5 is recommended.
That's a hydraulic rear brake. For drifting. E-brake doesn't control a drum but instead presses the caliper, independent from the other braking system.Did this car really needed two brake calipers, on ventilated rear discs?
Nice. Any interior shots? Who is doing physics and sound?(video)
To me it looks like the very front end and the rest of the car don't fit in, so I'd not be surprised if there's some Alfa mesh in it. The flow is clearly cut-off and the edge quality varies for a model that's worked so far...Its pending a RaceDepartment Investigation™ if it gets uploaded
(Rims, if anyone was wondering. They look awfully similar to the Alfa GTA ones.)
That mod will be da bomb!Am I fiddling with CM showroom stuff more than actually driving it? Almost certainly yes.
I haven't yet even applied the subdivision, just modeling with subdiv on but not applied. Maybe I'll take a look at smoothing groups later.I'd really be splitting via smoothing groups (or whatever is the Blender equivalent) to get hard edges where needed to avoid excessive loops. Think CC posted about that earlier, will really help imo.
On blender you set edge sharpness with the crease tool (shift+e) on a per-edge basis if you want it to apply to subdivisions, or set sharp edges (ctrl+e, 9)I'd really be splitting via smoothing groups (or whatever is the Blender equivalent) to get hard edges where needed to avoid excessive loops. Think CC posted about that earlier, will really help imo.
Thanks, I'll take a look next time I model. What exactly does that do, play with normals or geometry?On blender you set edge sharpness with the crease tool (shift+e) on a per-edge basis if you want it to apply to subdivisions, or set sharp edges (ctrl+e, 9)