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Sports Car Design (wip)

Rhino 3D Transportation posted on May 22, 2005
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Description


I finally got some time to start working on my design again and here is what I have so far. This design has gone through many changes, while maintaining the overall look. I am a hopeless perfectionist so when I see something I don't like I often end up starting over. I'm not particularly happy with the proportions right now and I still have a lot of issues to work out with the surfaces before I can start adding details like vents, door handles, mirrors ect. With that said, I have recently upgraded my computer and it can now handle very large files during rendering. So when I finally get the exterior modeled to my specifications I will be modeling a complete interior and maybe even the chassis, suspension, and engine. Comments and constructive criticism are welcome. Modeled in Rhino3d v2.0 Rendered in Flamingo v1.0 Color correction done in Photoshop 7.0

Comments (1)


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tallpindo

5:56AM | Mon, 23 May 2005

You will look whistfully to 64bit and over 2Gb per application. Talking sports cars I once asked about "polar moment of inertia" and "roll axis above the road surface" with some engineering marketing types. Do you know what you are talking about they screamed. Rear or front engine and solid axles I said. You only have to worry about where to put the people and how to get water to the radiator. Inboard brakes? Once more scoop somewhere and the carburetor sucks off the rooftop? Yes design is so much fun. 80 or 90 per centile human? What if the driver's knee hits the little knob that unlatches the door when he lets out the clutch? When tires big enough for 2 lateral g's are added do they require fender flares that spoil not only airflow but the entire concept? I like your "cabover" concept. Rack and pinion steering has freed up a lot of space up front.


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