I'm normally not so good with wagon bodies

Kinja'd!!! "TheHondaBro" (wwaveform)
04/07/2015 at 13:33 • Filed to: None

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But I decided that widebodies make everything better. Whaddya thing, Oppo?

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DISCUSSION (4)


Kinja'd!!! OPPOsaurus WRX > TheHondaBro
04/07/2015 at 13:38

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give it wider rear fender/wheel arches


Kinja'd!!! TheHondaBro > OPPOsaurus WRX
04/07/2015 at 13:40

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Doesn't appear like it because it's very gradual, but the rear arches are as wide as the front ones.

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Kinja'd!!! OPPOsaurus WRX > TheHondaBro
04/07/2015 at 13:47

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yea it doesn;t show as much in the 3/4


Kinja'd!!! Schaefft > TheHondaBro
04/07/2015 at 18:54

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I'd recommend to get a blueprint and the dimensions of a vehicle with similar proportions first before starting to design your own car. It'll give you a basic idea of the proportions of the type of body style (in this case a wagon), where the wheels sit (even if its just placeholder cylinders, you need them to get an idea for dimensions of your front/rear overhangs, the doors, placement of the firewall and so on), if you find a top view of a sporty wagon, you will also be able to see how the shapes are aerodynamically formed from above, right now its looking a bit like a box with chamfered corners.

Don't use mesh smooth (or whatever its called in c4d) right from the beginning , I would define all basic silhouettes (greenhouse, lights, air intakes) as a very low poly model with separate materials first before adding tons of edgeloops just to avoid your model turning into a blob. If cinema4d supports something like smoothing groups, use them to define creases or panel gaps before adding more polygons to get a chamfered edge, the more polygons you use, the harder it is to make quick changes which will be necessary at the beginning quite often.

Thats all I can think of right now lol.