Tutorial: Low Poly Car By Kent Kune
STEP 1 Backgrounds
When I know what car I want to make, I usually start roaming the internet for good photos of it. In this case I found some beauties. Stage them like this so you can use them as 'blueprints'.
STEP 2
Splines
Now start tracing the contours and other important features of the car in the side view.
STEP 3
More splines
Make a copy of the spline object you made and move it to the side of the car. Now start dragging some depth into the splines. Also trace some of the front and rear features now.
STEP 4
Creating faces
When you're satisfied with the spline like shape of your car, convert the whole thing (attach everything together first) to an editable mesh. Your object will now just be a collection of lonely vertices floating in space. Go to sub-object - faces and start creating faces by hand ;-)
This is a hell of a job, but do it right! Add only faces where you'll really need them, let your low-poly-brain work!
STEP 5
Creating more faces
Usually when I'm creating faces I mirror the object I'm working on into an instance so I can see the whole car forming before my eyes. Also this is the time when I start mesh-editing and tweaking the shape of the car. It's never to early to start perfection ;-)
STEP 6
Making it whole
Now delete the mirrored instance, and mirror the remaining half into a normal clone. Attach the 2 halves and merge the center vertices.
STEP 7
Breaking it up
The shape of the car is now correct, but you need to break it apart again ;-) This is the only way to apply textures correctly. Break the car up into 'smart' parts, parts you can texture with planar mapping. I broke it up so that the doors can open and the roof can fly off ;-)
STEP 8
Texturing
Texturing is fairly straightforward now. Take a part, apply planar UVW mapping, throw on a texture and adjust the UVW coordinates precisely with unwrap UVW.
STEP 9
Render
I leave you on your own to figure out wheels, I'll give you a hint: cylinders.