The final design did look like the work I did before making it as I manged to make it look like the quad-view design. The car I made before this did was a lot more basic as all I did was place standard primitives like a box and cylinders for the components of the car and then I made the box to a editable mesh to make the edges smoother than before and pull the top up for the seats and that was it. this car used a lot more standard primitives and lights to make the car look a bit better than it already was.
In comparison to the car below I think that the car does not meet professional examples as the texture I chose for my car was a brushed metal texture which worked for me but this car has a white ipod theme which suits the futuristic theme more however it looks like it could be made. However the car fails on being a bit strange which was also something I wanted to do to make it easy to remember. The example also has more detail with the lights on the car and the holes near the seat, I would have wanted to put some lights on it but the texture I choose may not suit the lights.
Next time I make a car model I think that I will spend more time looking for textures to use as the texture I used did not fully cover the model so I had to hide it with lights.
I think that my strengths in 3D max helped me find out how to cover the poor texture which allowed and allow me to take pullout that little bit at the back because a editable mesh would not allow me to do that because I did not has a edge there while a editable poly allowed me to connect to edges to make one edge allowing for me to pull the edge out.
However my weaknesses in 3D max also affected the model as the tubes at the top when into the car and can be seen through the glass. This is because I could not delete the polygons without making it show on the outside of the model.
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