Eh, I'll take it. Not quite where I want it but it's a step up from yesterday. Maybe I should lower my standards for my 1st car model, as well. Can't get it perfect on the first try...
View attachment 286986
View attachment 286985
EDIT:
It's getting there. Trying to make the geo as clean as I can for as little shading bugs as possible. Everything's not smooth and aligned yet on the flow line so that's why the angle is a bit off and the shading is weird in the middle. I'll get to it, and try to think of a better yet way to model around the fenders as well.
View attachment 287056
Like for example here inside 3DS Max,
I created a quick cylinder to replicate a standard wheel arch so to speak,
here on the mesh its just smoothing group 1,
very primitive geometry at this stage,
but for example,
we can add loops now and see what happens to the mesh with turbo ,
"turbo=no_loops"
"turbo=loops"
1/
2/
these ways are ok to use, but generates major extra lines in the geometry,
and simple depends how much skill you have, because at some point, will be a pain with a couple of stages of turbo and 100,s of lines everywhere,
some people use these techniques,
I prefer this method,
mesh smoothing group=1
mesh with isolated smoothing groups=0 loops,
here we have just the basic mesh with 0 loops but the smoothing groups altered from everything at smoothing group =1, to the edge of the arch to smoothing group =2,
you can make it 2-3-4-5 ect ect,
now with turbo,
the mesh is much more cleaner and the areas are not blurred and warped where the turbosmooth algorithm as tweeked the mesh,
now after this process, I will add some loops to give the smoothing back again,
this is my process anyways,
using turbosmooth+smoothing groups+splitting the mesh the edges,
body panels, and different areas I will always apply different smoothing groups,
bonnets, boots, doors, windows, all have there own smoothing groups,
if you have a wheel arch for example, or a surface where its smooth then hard areas with chamfers,
simply split the mesh the edges,
the end result will be much cleaner, much sharper and way less complicated,
hope that helps somewhat,
youll find when you come to do your glass the windows looking at your mesh currently there will be some issues, time consuming issues,
applying these techniques will save you time, give you better results, and less complications during the project build.