My Design Idea for the 2016 Camaro model
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I'm starting a new thread with just the latest updates going forward because the old thread included a lot of discarded ideas and the thread was getting too long.
These are the current drawings of the work in progress. Here's the Base Model which has the "old" original front: Attachment 557851 Here's the V8 model which has a side view of the SS and the 3/4 front of the Z/28; these also have the "old" original front: Attachment 557852 Based on the excellent variation suggested by ALLTRBO which is on the left, I made a new front variation on the right: Attachment 557853 These are the current working versions of the Z/28 and Base V6 with the new front variation: Attachment 557854 The previous thread is still available for anyone who wants to browse through the history of how we got to this point and the thoughts behind the designs. http://www.camaro5.com/forums/showthread.php?t=310821 I'll be posting any new updates in this thread. I'm currently working on putting these designs into a 3D modeling program so I can create realistic-looking renderings to show what these would look like if they were real, so hopefully I'll have something worth looking at soon. |
Awesome!
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Have you sent your application in to Mr. Reuss?
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As if you haven't done enough... any plans for a 3/4 view with the new front?
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:eyebulge:Outstanding:thumbup: If this was the final design:bow: we would have to make room in the garage for another generation of Camaro:happy0180:
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Doc, just a quick mention...
Here's a vid from a live feed about a year ago that I think is applicable to the thread(s). If you haven't seen it, I feel that it's worth a watch... http://www.youtube.com/watch?v=XdWuy1lhYzY I'm sure there are many more and better vids on the subject but I found this one after a very brief search. Interesting perspective. . . . . . |
Well I see you took my thoughts about updating your first post in your old thread and just created a whole new one! lol. Good idea.
As I've stated numerous times before, I really love this concept. I feel like some of the nitty gritty details which could really make it pop are missing, but that's not the point of this journey...at least not yet. To me (and I think Doc might agree) its about finding a good overall potential design that could work for a next generation Camaro. I think if someone were to do a very detailed 3D model painted with light shimmers and shading that shows the curves of what Doc has in his head it would really be something pretty awesome. The is more of a flat 2D like rendering. Upon first glance you might think "looks very much like the 5th gen". But really...its VERY different, yet retains much of what we love about the 5th gen, and has the Camaro heritage within the design. The belt line is a bit high like the 5th gen, but with the way the window swoops down towards the front, and then juts back up for the hood line, it would make looking down to see thinks like corners on the track...or curbs when simply parking your car much easier than the 5th gen. The almost "shaved" like door handles, the way the sheetmetal at the bottom front of each side door curves inward, which is opposite of the 5th gen which is mostly at the back of each door....it all makes for a very familiar but different design. The SS or Z/28 version looks absolutely menacing to me, and I love that rear end. If I had to nit pick I'd say I'd like a little more of something in the "hips" of the car. More flare or curve to them. The line there feels a bit flat to me, but front and rear views are pretty awesome. In the end, I see this as perfect fit for a slight smaller/lighter Camaro riding on the Alpha platform. I'm sure GM had the 6th gen "basic" design pretty much wrapped up well before now, but I'm betting there are still those "nitty gritty" details to work out. If anything, just want to say I appreciate the work you've done Doc. Keep it up. |
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I knew the rear end wouldn't be as high as you drew it from this front view even though I didn't mess with the height, but in reality you wouldn't see it at all. You can't have the rear at the same 'pixel height' as you do from the side view because things appear smaller the further away from them you are. Our perspective as you intended is from about the bottom of the lower grille, and regardless of how far away from it you are (and we aren't all that far), the way it's drawn, the rear end would have to be so large that it'd be something out of... (wait for it... wait for it...) ...an anime cartoon. :D For my version of the upper grille, I've been visualizing the location of it in relation to the way the rear is drawn, in other words, viewing the car from roughly roof level. That's about where you'd have to be to see the top of the rear as drawn, depending on how far away you are. From that perspective, as you said, the upper grille will appear lower than if you're viewing it from down low as you intended (even then, the rear will appear much narrower than the front, not as wide as the front is... even if the rear is a bit wider in actual dimension). I've also been seeing the hood and tops of the front fenders as being viewed from this level. Because if this, I think we're visualizing the upper grille at nearly the same actual height, just drawing it differently. What this also means is that my lower grille design is somewhat skewed based on the fact that I've been seeing that at near-ground level. If veiwed from roof level also, it would have ever-so-slightly more of a "U" shape to it rather than being almost horizontal. Seeing it that way makes sense. I don't have time to do any presentable perspective corrections right now but messing about in PSP, I can see how it 'should' look (and it still looks darn good IMO, heh). I think the same goes for the ride height, it seemed artificially high because my brain was basing it on a slightly higher viewing angle (along with the other aspects) even though I knew that the ground level perspective was viewed from... ground level. So in summary... For your version, you need to delete the entire rear end from view and lower the whole rear window opening accordingly. I also think your hood and front fenders are sloping down a bit more than you want them to when viewed from this perspective, based on your side-view. For my version, if actually viewed from roof height, I need to narrow the rear end, slightly "U" everything below the license plate, delete the "ground" line, shade the space between the tires to show that you're actually seeing the ground below the car rather than open space, and draw some mythical line for the horizon well above the car (probably right out of the picture). Either way can work for either version, of course, but it's one way or the other, not both. On a related note, I've been failing to mention it (though I've known it), but none of these renderings have an adequate ramp angle for the bottom of the front fascia if they were to go into production. The Z/28 is probably the only exception, as it's obviously an exceptional car and gives way to some practicality for performance. The rest of them need a real-life ramp angle, and of course that requires redesigning some bits (isn't this fun?). Keep up the good work! :thumbup: |
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I keep thinking there has to be an easier way to do this but so far after searching through youtube tutorials none of the other methods I've looked at produced what I would consider professional results. I'm doing more searching though, just in case there's an easier way. Ah yes... ramp angle. That marble has been rattling around in the back of my mind since I first started these designs and I need to address that before going further; especially since I'm working in 3D. I've had the time to do a lot of this the last few weeks because I was using up some vacation time I needed to use but that's over now so I'm back to work. As a result I'll probably not be updating this thread as often as I have but that doesn't mean I'm not working on things; just that I have less time to work on them. I wish I could do this all the time as I find it extremely interesting to work on, but that doesn't pay the bills lol. That being said, here's a shot with the ramp angle adjustment on the front of the Base model on the right, and the Z/28 on the left which doesn't have that adjustment since it has the aero package splitter on the lower front. Attachment 558053 Besides not having the raised ramp angle on the front, the Z/28 is also lowered so it's ground clearance in the front would be somewhat tricky on the street. Not sure that would be all that realistic for street use. Might have to abandon the lowered aspect and raise it back to the Base model level so the aero front doesn't crunch on driveways, parking lot speed bumps and parking curbs. |
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I have a hunch that GM will be going with something more like this as it has similar styling to the upcoming Ford Mustang...
Attachment 558068 yes, I know this is a photoshop of another GM concept :) |
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I love the direction this is going however I am with KMPrenger about the side of the car. As clean as it is I like the general shape but to me it needs a little excitement. I have been stuck on the vents and never seemed to make them work especially with using MS Paint, yet I couldn't make myself move away from them. Please forgive my amateur job but this is what I was thinking for the side somewhat. I know the shading is probably wrong and it is hard to make a good straight angled line with paint but I took a shot.
I cannot believe the time you spend on this Doc and I am impressed. |
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When I first saw this thread I thought "Meh",looks dated like a Camaro before the 5th gen but now it's really coming together nicely and I like it. Hey Doc,I was wondering if you can give us different headlight looks like something like thisAttachment 558209
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Doc, great job on the renderings. It gets the imagination going!
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I love all the designs!!
take that California license plate off!! lol other than that I love all of them. |
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Believe it or not, most of the "excitement" of the rear quarter of the car is going to come from the top of the rear deck which is something I simply haven't been able to portray in my 2D drawings. The sides of the car are going to look more like the side of a fighter jet fuselage due to the way the upper rear deck separates into the winglets. I may still be able to increase the curve in the transition from the door to the rear of the car slightly but I have to be careful that I don't make it look too back heavy. Quote:
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I deliberately, specifically and intentionally designed the front of this car right from the get-go with a license plate on there so it would look like it fits and is supposed to be there. I worked with and around it to make the front of the car look good so people wouldn't feel like it ruined the looks of their car. In fact the front looks odd without it; looks too thick and heavy in the middle. The plate does a nice job of breaking up that heaviness and it adds a visual "center point" to the hood scoop that actually helps balance the looks of the front. Function is leading to form. |
Pretty nice work there, I'd trade up for it.
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I have a roof and windows!!! I know some of you are probably going "big deal" but you have no idea how much time and effort it's taken to get to this point with this software and figure out how to make it look like this.
The thing that's going to be cool about this is once the car is done, I'll be able to place a virtual camera inside and take snapshots of what the view would be if you were the driver or a passenger. The color is the result of a very low altitude sun. I'll create a studio to place it in once it's finished so I can take pictures of it under studio lighting. Attachment 559071 Attachment 559072 Attachment 559073 I still have to create the reverse roof mullet but I thought it was pretty cool to see it actually look like a roof at this stage. |
Keep up the good work Doc 3d modeling takes a lot of time and im sure all of us are patiently waiting
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Pretty good job.
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A bit more progress. A 3/4 from the back view, side view and top view.
Attachment 559971 Attachment 559970 Attachment 559969 The back of the car isn't going to look like that; I just haven't finished sculpting the panels. There's a real science to figuring out how to place the polygon points before you bridge them. It's taken a lot of trial and error to get things to look like this, but I'm getting the hang of figuring things out so hopefully the rest of the project will start going faster. |
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Making a bit more progress. I'm sure there's some nifty way of doing this easier and faster that people who really know how to use this type of software know but since I don't know what that nifty way is, I keep plodding along one polygon at a time lol. Something I've learned is if you have even just one polygon dot that's slightly off in location, it will create these weird shadow effects in that area. You can see some of them in certain areas in the snapshots below. It takes awhile zooming in with the editor camera to try and find the dot that's out of alignment and fix it.
Still, it doesn't look too bad at this stage. Once I get the front and back put on and get some wheels done it will look a lot better. Attachment 560260 Attachment 560261 Attachment 560262 |
I really like the 4 head light design it gives it a Firebird and 3rd Gen Camaro look.
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I really like what your on to here. I'd like to see more of a coke bottle shape to the sides of the body. With new technologies auto manufacturers are putting more and more contour into the body's shape. It also assist in the aerodynamics. What do you think?
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Doc...looking good! I can't believe all of the time your pouring into this lol. But its all good.
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More progress. I've attached a snapshot of the non-rendered 3/4 view so you can see the polygon dot grid. The only technique I've figured out so far is to place the dots at the surface points and bridge them to create the polygons. And yes, I've placed each one of those dots myself.
Attachment 560562 This is what it looks like rendered: Attachment 560561 I need to fix the hood placement; I made changes to the upper front based on what it looked like in 3D. I created the hood as a separate element so I could make two versions; one without the louver vent and one with. The side view is starting to look pretty good. Attachment 560563 Attachment 560564 A lot of this 3D work I'm designing as I go since my 2D renderings weren't adequate. Wheels are next or at least the tires so I can use them as reference points for tweaking the body panels. |
Does anybody know if the wheelbase/track of the Alpha platform is square, or is the front and rear track different?
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Looking good , but for some reason it reminds me of a Mitsubishi Eclipse around the front part of the door.
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I was watching you other thread as you fleshed out the ideas, and I have to say that the 3D model really brings your ideas to life. Something about the 2D illustrations didn't quite show what you were thinking in my opinion, but every bit of the model you post makes me like your design more and more!
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Very cool!
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The latest... created some wheels, and then mostly worked on the front which is coming along nicely. The front corners are an absolute pain in the butt to get to look right. They're still not right but I keep getting closer. I'll put flares on the wheel arches; what you see there is simply the shape cut out of the side of the body. I actually created wells inside the front wheel cutouts so any lighting effects would cast shadows in there just like it really would.
The wheels are just quick and easy shapes for placement. I'll do some proper ones along with brake rotors and calipers later. The wheels are placed with the same track front and rear so what you're looking at is a square setup. Attachment 560931 Attachment 560932 Attachment 560933 |
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More progress. Started on the back.
Attachment 561195 More work done on the front. Although you can't see it in this shot, the front brake ducts are in 3D; they actually go back and cut into the inner wheel well of the front wheels. I'll show that in a snapshot later on. Attachment 561197 Attachment 561196 |
Nothing easy about this... we need a Doc fan club. :first:
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