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Back To The Future Part II Delorean
show user profile  cbflex
Hey guys, I'm working on this Delorean for my Demo Reel. Hopefully it'll be something that can get me a job. Any feedback would be great. Keep in mind that this is still a work in progress. I still haven't made the steering wheel, gas pedal, brake pedal, door handle on each side, rear view mirrors. And I have some textures I want to fix up. But anything you guys wanna say, go ahead.
Also, please excuse my stupid trees I put in the background :P



read 2190 times
2/10/2011 9:03:04 AM (last edit: 2/11/2011 5:21:57 AM)
show user profile  MrWhite
A good effort with the detailing however you've done this ass over tit. The modelling of the base Delorean is rather inaccurate (including the wheels). It does resemble a delorean however your proportions are off across the length and breadth of the car, and if your wanting to get a job anywhere worth working they'll be scrutinising your work closely.

Check Delorean fan forums for more accurate reference. It would also be an idea to show wireframes of your work.

Other issues:
Door shutlines too large too.
Interior leather shader to big
Wheels are inaccurate.

Simon Gibson

Lead Vehicle Artist - Forza Horizon

read 2150 times
2/10/2011 2:48:03 PM (last edit: 2/10/2011 2:48:03 PM)
show user profile  npcph
good start. I was thinking about doing this one. You asked for crits so don't get discouraged but i have a few.

the base car has a lot of mesh problems. Looks like it was beaten with a hammer. You need to smooth those areas out. Show some clay renders and wires of just the car so we see where the errors are.

A few problems that i can say right off the top of my head are:
Fix the body so it's smooth and not looking like it was pounded with a hammer.
the roof and hood isn't completely flat on a delorean. they have some curve to them.
your headlights are protruding outwards where on the real one they are inset.
the back beams that go ever the back deck are paper thin and need a lot of work. You have a part intersecting it.
the tail lights aren't right.
the back end of the car is not right. look where the lights attach to the back. it overhangs a lot but should go right into the back bumper.
you need to have it less sharp edged and more smooth. despite it being a delorean, it isn't just flat and sharp edges.
the materials need a lot of work. The materials can either make or break a project. i would concentrate on the modeling first then move onto the materials. trying to just throw some standard materials on it will not help it at all.

read 2119 times
2/10/2011 4:09:26 PM (last edit: 2/10/2011 4:12:33 PM)
show user profile  LionDebt
All I can say is that I agree with npcph and MrWhite.
Don't be discouraged from the crits. If you had been posting your WIPs, clay renders and your general progress - a lot of crits would have come up, but gradually and more easily to deal with.
Whereas, you have pretty much presented us a near-finished rendition - which needs a lot of fine tuning.

My main crit would be:
The proportions seem strange - try find some reference images and sort that out first and foremost.

Also, post us some wireframes/edged face views/clay renders of just the body itself - I can tell that there are a few mesh problems - but further than that, it's impossible to help you out :)

read 2102 times
2/10/2011 4:31:42 PM (last edit: 2/10/2011 4:31:42 PM)
show user profile  BattleMetalChris
Orthographic images and blueprints are available online for most car types you can think of, which will help a lot in getting the shape right. Have a search around on Google.
read 2052 times
2/11/2011 12:47:07 AM (last edit: 2/11/2011 12:48:20 AM)
show user profile  cbflex
discouraged? No, maybe a little considering that I thought I was nearly finished.
Here are the clay and wire frame renders.

read 2049 times
2/11/2011 12:56:18 AM (last edit: 2/11/2011 5:30:30 AM)
show user profile  cbflex
read 2049 times
2/11/2011 12:58:27 AM (last edit: 2/11/2011 5:31:10 AM)
show user profile  cbflex

read 2047 times
2/11/2011 12:59:19 AM (last edit: 2/11/2011 5:26:55 AM)
show user profile  npcph
is that smoothed with mesh smooth or is the mesh that dense? it is way to dense to be able to work with it easily. you want to make sure you have some good loops around your mesh so that everything smooths correctly. you need to optimize the whole mesh and eliminate about 80% of your polys to be able to work the mesh. check out some other car wips to see how they got the mesh to flow nicly.

read 2040 times
2/11/2011 1:30:25 AM (last edit: 2/11/2011 1:30:25 AM)
show user profile  cbflex
Yes the mesh is meshsmoothed. I check off the modifier when I want to change the modelling of it.

What do you mean by loops.
read 2034 times
2/11/2011 1:41:17 AM (last edit: 2/11/2011 1:41:17 AM)
show user profile  cbflex
I actually did base this model off of blueprints to be honest, but even after it matched the blueprints i could tell that it didn't look right. So put on the movie and started making good estimates. I honestly, don't see that much of a problem with the dimensions. I do think some of the mesh needs to be smoothed out of course.
read 2011 times
2/11/2011 5:19:06 AM (last edit: 2/11/2011 5:19:06 AM)
show user profile  horizon
I hope you don't get this the wrong way, but I think you're nowhere near the skill level to pull this model off decently. And if it isn't decent, you're better off without it on your portfolio, let alone as a center piece.

In addition to what npch said specifically, I would just say that generally, your mesh is all wobbly, seems just cut off on some edges, very messy on corners, the blocky parts seem like just the max primitives, and the lighting+materials don't do it any good.

IMHO, you should forget about this project for now, and work on getting a simpler object up to some standards, first with modeling then slowly the rest.

read 1998 times
2/11/2011 6:00:01 AM (last edit: 2/11/2011 6:00:01 AM)
show user profile  cbflex
I've been working on this thing for 3 weeks, just so I can have something in my portfolio. I can't just scrap the last 3 weeks I spent on this... I practically based the model on this
because every blueprint I found online was different from the rest.

And, there really isn't any "wrong" way in taking that. Telling me to just give up is not advice on how to improve this. That doesn't help me make this 100X better but only does the complete opposite. Don't take this the wrong way, but I didn't ask how to quit. If this doesn't look decent, I'd rather be told what to change and/or how to change it.

If your so adamant about me doing something else, what project would you recommend that I take on then?
I need something for my reel to land me any kind job in animation.
read 1994 times
2/11/2011 6:13:56 AM (last edit: 2/11/2011 6:34:41 AM)
show user profile  horizon
>>I can't just scrap the last 3 weeks I spent on this...
If and when you get to the skill level enough to tackle this one properly, you will probably decide on your own it's best to just start over, realizing the mistakes and the mess, which will be cleaner to just recreate with the new knowledge than to repair, and that's by just looking at wires, I'd bet there are tons of more errors you don't realize are errors under that mesh

>>Telling me to just give up is not advice on how to improve this.
I sad for now.

>>I'd rather be told what to change and/or how to change it.
That's why I told you to forget about it at the moment. There is probably no way to tell you how to improve this 100x without actually doing it for you. We can go step by step, but it will take more than 3 weeks to correct all the errors you simply don't have knowledge to do properly yet.
You will have that knowledge, eventually, and when you do, it'll be easier to start over with most of the objects in there.

>>what project would you recommend that I take on then?
Anything that's not a full car with tons of gadgetry on top of it and a complete scene behind it.
Go and make your printer.
Model it perfectly first (with the help of this forum and learning), then go to the other stages.

I know it sounds harsh, I know it feels like a waste of time, but it wasn't. You probably learned much from it, and the next time you build it you'll learn more. But to hope to get to a decent stage in a couple of weeks from here is just going way over your head.
If you plan on going on with it, that's fine, I won't bother you anymore, this is just my opinion

read 1972 times
2/11/2011 7:19:23 AM (last edit: 2/11/2011 7:21:18 AM)
show user profile  cbflex
You're not bothering me and I value your opinion. If I didn't, I would've looked over you're reply.
You've helped me a lot in the past anyways.

I do see some of the flaws like the bumpyness here and there in the mesh and some of the fine edges that just need to be rounded off, but I honestly don't think that the model is that terrible that someone would look at it and instantly dismiss it. From where it is now, I feel that if I do smooth everything out, and size it up proportionally, I can't really see how it'll look bad.

As far as texturing goes, I haven't really worked "Too" hard on that yet on this mode. I just did it to get a basic look on how it might look. The leather is without a doubt crap.

This isn't my final version obviously, but I don't think it'll take me weeks to put on the finishing touches. As far as knowledge goes, I'm not going to say that I'm the smartest person in CG, but I've read practically every book I can find in 3d animation. I know the ins and outs of 3d studio max pretty much. If you mean just experience, maybe you're right. But regardless, I can't look at this as so bad that I should put it away for a while and then maybe even start over.
If it's just some fine edges, corners, and sides that need to be smoothed out, just point them out to me and it'll be done.
In other words, I want to keep working on this. Any help on how to continue along is greatly appreciated.
read 1965 times
2/11/2011 7:39:46 AM (last edit: 2/11/2011 7:42:52 AM)
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