(Got a BSOD just as i was writing a long explanation on Max's advantages and handicaps on polymodeling!
I think it's my graphics card, albeit 128Mb it is slower refreshing than if i plugged the monitor to the mboard ...)
Anyway-
Thanks to Mesh (rather Turbo) Smooth, the "sanding" modifier which helps keeping polycount reasonably sized, polymodeling is a straightforward method, and after a while one gets used to circumventing smoothing how-tos and what-nots. It demands a lot of tweaking to achieve clean results in some tricky parts, though, put in the end it pays. Picture a hexagon and a circle: to be the same size of the circle the hexagon's sides must fall halfways into the circle while its tips fall outwards. Lame description, but that is how smoothing works.
As for NURBs, Rhino's modeling method, i used it for some of my radios, but it was a nightmare everytime i had to move a point, so i just gave up. Besides, Max's NURBs are (or were, never got back to it) tricky. So i just gape at nb's wip pics... So smooth.
And thanks to nb's crit i have cleaned up the area around the "blips" (still a bit messy) and the outermost of the trunk so the reflections get a bit better. Your choices on American 50s cars are good-tasted, and i would love to see a Loewy Studebaker. A 3d first no doubt.
Silent][Moebius - so right. There were excesses back then (like pink-turquoise-white 3toned 55 Dodges) but they have that charm of their own.
I have updater the rear view. The client decided for a Sierra Gold body, and steering and basic dash has been added.
I could not resist to do the Sport
COUPE (EDITED: Sorry for the mistake) , in Larkspur Blue. Rear part of the roof looks incorrect, must tweak, also anodized panel must be re-unwrapped clean.
(EDITED: updated the image with roof and panel corrected)