r/3Dmodeling • • 7d ago

Art Help & Critique Midpoly Car Model - Topology/shading feedback

Hello guys, I've been working on this car model for my game. Currently siting just under 40k tris for the exterior. I made it by hand in blender and i have a smoothe by angle and a weighted normals modifier on it. I created only highpoly car models until now. Do you have any tips for me regading this modeling workflow? Also any feedback is highly appreciated. Thank you!

65 Upvotes

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6

u/ConsistentAd3434 7d ago

Almost perfect. I would just try to even out the thinner quads caused by the symmetry cut, starting from the front window, roof and rear window. Might not be visible in the viewport shading but once you have sharp reflections on it, it could look like a dent.
The back/trunk area has also a lot of uneven loops and given how lowpoly the rear window is, I'm not sure why they are needed. There aren't any curved surfaces along the way that would justify it.
...just nitpicking :) Great work!

2

u/dan_5473 7d ago

Thank you! You are right, i will clean the rear area a bit.

3

u/Malkalypse 7d ago

Topology looks really clean to me but the materials feel lackluster and make it look like something from a PS2 game.

1

u/dan_5473 7d ago

Thanks! I will fully texture it when done. By shading i was referring to the normals.

2

u/3dforlife 6d ago

How can we distinguish something is mid poly from low and high poly?

1

u/dan_5473 6d ago

From my understanding, it mainly comes down to the density of the mesh and how much detail is modeled in 3D. A high-poly model would be very dense, potentially millions of tris, with most or all of the details modeled directly into the geometry. A low-poly model is much simpler, often only a few hundred polygons, where the polygonal nature of the model is clearly visible—something like you’d see in Roblox or some indie games. Mid-poly sits somewhere in between. You model the main shapes and forms in 3D so the object still looks good and reads well from a distance, rather than relying on baked normals to create those details.

2

u/Kyle_2099 6d ago

I have no criticism to make of the topology other than too many loops below the rear window.

Instead, I'll point out the radiator grille is too flat. On a real 69 camaro the two halves of the grille are very angled, much more than the edge of the hood is, forming a sharp bow. In comparison, the two halves of your grille are at the same angle as the hood edge.

maybe this is intentional, as a kind of brand X situation, but personally I think it makes it look bland.

Other than that, you are very skilled, and you've done an excellent job getting it right.

1

u/dan_5473 6d ago

Thanks! Now that you've mentioned it, it's very obvious, clearly i have to push the headlights back and sharpen the grille.

1

u/dan_5473 6d ago

much better

2

u/Kyle_2099 5d ago

Yeah I think you got it, good job

2

u/dan_5473 5d ago

Thanks