the-nucularman on DeviantArthttps://www.deviantart.com/the-nucularman/art/500L-wip004-673464878the-nucularman

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500L wip004

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Description

3ds Max
Image size
1920x2160px 2.12 MB
© 2017 - 2024 the-nucularman
Comments3
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Wolfride's avatar
:star::star::star::star-half::star-empty: Overall
:star::star::star::star::star-empty: Vision
:star::star::star::star::star-half: Originality
:star::star::star::star-empty::star-empty: Technique
:star::star::star::star-half::star-empty: Impact

Cars cars, so in demand! Not too many artists opt for the older models, and they are starting to become popular in "recreating" old style photos, along with a surge in games. Down to the windshield wipers, this is a clean and smooth piece of art. The detail in the subtle beveling of the windshields, to the tilt and arc of of the edges framing the windows and tires show a sense of realism. I must admit, the top cab piece stands out against the sleek and well formed body of the car. Although intentional and likely an additional sense of realism from a potential reference (or just a good eye for extras,) in my personal opinion evening it out a bit to 'blend' in with the rest of the style would draw the eye less.

While the model is certainly great, the topology may or may not fly. The retopology would be excellent, with few poles/stars and a pretty good flow/even edgeloops, if this was a character. (Could use a bit of extra resolution/extra split above the tires, if that was the case.) For those trying to use the mesh for animation (especially in games), they only need topology like this if the car is going to deform. The goal would be as least polys as possible- some even remove lights and just 'paint' them on. A lot of cars get minimalized with few faces as possible in reto.

There may be those out there that are going to bend and shift the exterior, but with third party plug ins that destroy and break meshes on collision, they would already have their own system of doing it. Maybe you chose the extra topology because this is a rounded mesh (as noticed by the vertices that break flow symmetry on the back windshield), or it was for midway modeling, but whatever the case, some would love it, others would question the poly count. (For film it would be fine.)

All in all, this is an excellent piece of art and your experience really shows. (I'm glad I didn't have to model this, honestly.) I'm glad to see the uniqueness in such subtle, elegantly executed ways (the curves) and look forward to seeing more of your work!

If your work has been used in footage or games, I would love to see it!