[WIP] Nissan Skyline R30 JDM
Hey, watsup Autemo!
Long time no posts here. I guess it was like.. couple of years or more? Great to see some well known faces still active and still doing ultra awesome work!
Ok, lets skip the liric part and get to the point.
I have switched from the brushing to playing with quads and making nicely looking polygons. My point now is to upgrade my skills and look out for some CG work.
I was trying to model a car for... I don't know. That was a couple of exteremely painful attempts that were lasting for months I guess. Finally something has changed and my N-th try is worth sharing with you. This thread will also help me to motivate myself (as usual. lol).
Ok. Here are some shots I have made during the pipeline.
I'm using references only bcs I found that quality blueprint for R30 is painful to find, and blueprint way to build a model doesn't suit my modelling style. We are working for the great looking result, right?
'dummy', important proportions and forms only.
Nice wheels, straight outa Japan I was frustrating during the main mesh fixing, so I have decided to switch abit and make this baby.
wireframe view
I have added traditional jdmish wheel arches and alpha-shoted them with the wheels inside. You can see some screwed up polygons on the main car body. But they are fixed by now
Another two iterations. Fixed some bizarre triangles, worked with the paint and tested out some compositions. This Sky will have a classic nissan Cayenne Red color with matte black body parts.
Keyshot testing of the rim material. (these tests helps a lot when I feel really tired doing the same job for hours, refreshing in some way)
Updated body, with detached plastic parts and cut windows. Again some fixes and re-works.
Windows are on their places now. Some strange bugs can be seen easily, will be fixed soon.
That's all for now.
I'm working 2-3 hours a day with the model, trying to be as productive as possible.
In plans: custom lights, oldschool decals, lot's of work with materials and shaders. And of course, my beloved part: looking out for modelling an environment.
Thank you for C&C. =)
Long time no posts here. I guess it was like.. couple of years or more? Great to see some well known faces still active and still doing ultra awesome work!
Ok, lets skip the liric part and get to the point.
I have switched from the brushing to playing with quads and making nicely looking polygons. My point now is to upgrade my skills and look out for some CG work.
I was trying to model a car for... I don't know. That was a couple of exteremely painful attempts that were lasting for months I guess. Finally something has changed and my N-th try is worth sharing with you. This thread will also help me to motivate myself (as usual. lol).
Ok. Here are some shots I have made during the pipeline.
I'm using references only bcs I found that quality blueprint for R30 is painful to find, and blueprint way to build a model doesn't suit my modelling style. We are working for the great looking result, right?
'dummy', important proportions and forms only.
Nice wheels, straight outa Japan I was frustrating during the main mesh fixing, so I have decided to switch abit and make this baby.
wireframe view
I have added traditional jdmish wheel arches and alpha-shoted them with the wheels inside. You can see some screwed up polygons on the main car body. But they are fixed by now
Another two iterations. Fixed some bizarre triangles, worked with the paint and tested out some compositions. This Sky will have a classic nissan Cayenne Red color with matte black body parts.
Keyshot testing of the rim material. (these tests helps a lot when I feel really tired doing the same job for hours, refreshing in some way)
Updated body, with detached plastic parts and cut windows. Again some fixes and re-works.
Windows are on their places now. Some strange bugs can be seen easily, will be fixed soon.
That's all for now.
I'm working 2-3 hours a day with the model, trying to be as productive as possible.
In plans: custom lights, oldschool decals, lot's of work with materials and shaders. And of course, my beloved part: looking out for modelling an environment.
Thank you for C&C. =)