So, I thought "hey, this should be easy to find photos and maybe even blueprints of... it's a very famous car, and even though only 55 were made, it's very sought after". Boy was I wrong!
I haven't found any blueprints of the car yet, and although I've found many front and rear photos that will work for reference, I haven't found any dead-on side views. To add to the confusion, it turns out there is some question about whether an actual Ferrari was used in the movie, or if it was a replica (see link):
Ok, here's my first bit of work modeling the 250 GT. I spent most of the day yesterday working on figuring out a blueprint to model off of. I didn't find any preexisting ones, and I couldn't find a dead-on side photo, so I cobbled the closest thing together that I could. Hopefully it'll be accurate enough to look good!
Let me know what you think, and if you have any suggestions... Thanks in advance!
I'm looking at my work, and not real happy with it. The lack of a good blueprint is my excuse...
I've only modeled a couple of things before... the Polikarpov that is my avatar, and a couple of wheels, so I think I bit off more than I can chew. Any suggestions on where to get a side and top view of this car?
I think I'm going to start over, and do the front quarter panel first, that appears to be a common starting point on this forum, and will hopefully allow me to concentrate on making that piece perfect before moving on.
Yep, I'm using blender (good guess!). I tried doing some box modeling in blender for the aforementioned airplane, but ended up either starting with a circle mesh, or a plane, then extruding and mirroring. I will post up my wireframe tonight (sorry, don't have it at work!). I'm not too sure what splines are (very new to this still) it sounds like they are not available (or recommended at least?) in blender?
It wasn't a hard guess for me : I model cars with Blender since 2005, and I started using it in 1998 or 1999
Indeed box modeling is not the easiest solution for plane modeling. Extruding and mirroring is the way to go, we'll check your mesh to see if you did it right.
About splines, I indeed don't recommend using them, because their behavior is not completely predictable, so it can make you angry. Meshes are maybe a bit complicated for simple curves, but they clearly are the more versatile solution.
Good choice of car!! I thought about doing this one as well and came across the same problem as you with regards to a lack of reference. But keep going with it!
I dont pretend to be an expert but i've marked your bluprint. If you take it as a bit of a general approach - try to keep to four sided poly's you will be much better off. And it will be easier to add more details latter on in the modeling process.
And you will pic up heaps from people here. Im new too and have already benifited heaps from doing the comp.
But you've got the general shape of the car looking right. keep going! Cheers.
Ok, I haven't had much time to work on this, but here are the changes, I think I see what you're saying about keeping the polygons as squares/rectangles/four-sided as it seems to make the render smoother (at least in my case). Are there other benefits?
Here's the corrected wireframe, thanks for the input, keep it coming!
 whoops, looks like I didn't quite follow the above directions... I still have a big triangle in front of the rear wheelwell, I'll get that corrected maybe tonight![/edit]
It was more just a bit of guide. Not really a rule. Just keep going the way your going. Im sure if i look at my model there will be tri's. Like I said im no expert so I really shouldnt comment too much.
Quick update... and question. When I'm using Mirror in Blender, is there any way to get the halves to appear joined, so I don't have the weird "crease" down the center of the hood, and the cleft in the front bumper area?
k, one more quick update before I hit the sack. I added the hood scoop, and the grille area. As mentioned before, I don't have a great blueprint to work off of, so I'm going off of a front, rear, and several 3/4 view photos. It's not going to be perfect, but hopefully it'll at least be recognizeable!
Looks like the right shape to me, without looking at reference or anything.
The scoop is fantastic!!!
I think if you turn "do clipping" on in the mirror modifier as you move your vertex towrd the center it should join up and remove the cleft problem. And with ridge you just need to pull that line of vertex's away from the center to smooth maybe.