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Very Nice ! you are going on the right path, let me give you a couple tips about transportation design inside zbrush:
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usually in car design studios they give you the basic package (where the engine and internal components are or they give you the basic measurements of the wind shield and windows)
this is to keep proportion, my suggestion is always to take this into consideration, is always a good exercise to use some blueprints of an existing car you can go to blueprints.com and find
the style of car you want ( sports. sedan, city car, etc) then import them into zbrush as a reference this will help you a lot to model on top of it like the basic “boxy mesh” you can also sketch on top
of one of them your own proposal -
unfortunately theres a lot of restrictions on car design we as transportation designers are limited by the industrial process technology and manufacture, this means that organic shapes are not possible
to produce, creating a believable concept also depends on how you create the tension on the body so the less organic the more real it will looks -
if you are interested on continuing i highly recommend you the book Hpoint its like a bible for car designers
If you have any question please let me know great work and by the way your star wars museum its awesome!!
Ilel David
Whoa have not checked this in a while:
@ilel david : Thank you very much for the advice and the complement ^^ Very happy on that! On my next car, I will reference and keep those tips in mind for sure.
SGR: This model as an game engine model went in another (but similar direction), here was the hi poly with fibermesh. Rendered in Keyshot Bridge and Zbrush. All modeling done in Zbrush. Hope you enjoy.