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Flaming Hot Coals: Round 3
Speedyboi’s real-life woes grew in the time since the last feedback post to the point where he cannot compile our thoughts in his trademark style. In his stead, he asked us to take care of writing and posting the feedback. Trust us, we’re professionals.
We’re impartial, too.
We’re also completely focused on this challenge and not distracted with other projects for the future wink wink smirk smirk.
Right, where were we?
Ah, right, another Alfa.
TanksAreTryhards
Also yes, i suck at photography, AND my video car is a potato, how did you guys guess?
Potatoes make fries though, and fries are the best food.
Between the two Alfas is an elephant that must be addressed: using real brands. Of the two, MountainGoat’s take is more original because he injects his own design philosophy into the car. There are a few Alfa cues one can recognize in his work, but even those receive their own variation. The litmus test one must use for these cases is if one were to strip away the name and all its related badges, could we identify this design as something a real manufacturer would produce? For MountainGoat’s entry, I am inclined to believe the opposite.
For this entry?
There are obvious Alfa elements without much variation. For example, the front lights look like those found on the Tonale. While we understand it may be nice to work under a brand, especially a successful team like Autodelta, we believe it would be best to abandon the Alfa face and Alfa branding as it could work better without that company’s constraints. As an original design, you can exercise your creative muscles because truth be told, it has some workable ideas. This car also resembles the Valkyrie in terms of the greenhouse. We advise finding some way to alter it so it looks more original.
Aside from this originality criticism, the wheels are quite small. The tire sizes seem to fill the gap as hoped, but the rims will need to grow. Consider skimming some shots of LaFerrari and the Valkyrie for adequate rim sizes.
The bargeboards are quite long. Why do they stretch past the door seams? Such uncharged air should evacuate as soon as possible as it won’t help as much as unused, charged air. We noticed a smaller bargeboard that gets it right on the racecar, but the main “longboard” still exhibits this behavior. Aside from influencing performance, this may also pose an obstacle when entering/exiting the vehicle.
What is this block? One of the visual themes to this car is how blocky it can get. The side rail is thick enough to make the cockpit-rail-underbody combination follow the rule of thirds. The face puffs its cheeks out without many features. The rear puts carbon blocks to bridge the gaps between the body and quarters of octagons. The rear fascia protruding from the bodywork is a nice touch, but further refinement may help erode those blocks into more elegant shapes. With the cooling inlets being implemented in the sides, we advise shifting the boundary between body and underbody further upward as it may increase how much surface area is available for cooling.
The rear is our favorite part of the design. It has a decent amount of variation, with the taillight shape mimicking the exhaust (but not the Alfa front, another reason why departing could work). The turn signals, however, could be better integrated into the rear. At the moment, their placement is unique, but I fear the looks of the fixture itself date the entry. Much of the space available is occupied, which is something that cannot be said about the front as that squishes much of the design below the bumper crease.
We also noticed a racing variant in the thread. The “longboard” comment from the road car applies here. We do appreciate how the cheek space is used for projectors, but those units are more toward the small side. There is space on the road car where more ventilation could be used in general. The front fender vents are a decent touch, but other areas lack such details.
It is uncanny how much the bottom half of the rear is reminiscent of prototype equivalents, but it suffices for this challenge. In terms of tires and wheels, they will likely be different from the road car. Make sure they meet those requirements, and don’t be afraid to double-check them to be safe. The livery is passable, but the sponsors could use better placement. It may also help to focus on a specific sponsor or branding theme. For these, we recommend viewing real liveries and how they manage their sponsors. It may also help to color the sponsors in a way that matches the theme. For example, there are some blue sponsors on red paint that may fit better when painted white. Besides these, it could use further details used on race cars such as pitot tubes.
TL;DR: we advise shifting away from Alfa/Autodelta branding and design so you can work free of their constraints. This can help you with our other main recommendation, which is more complex and sophisticated design. Incorporating details into the design can help, but it also implies pouring over the blockier sections and refining them into more lithe components.
SupraWip
Hello, so here’s my progression so far on the road car, the race version is still to be done… but that’s all, so how’s it?
No way new 2023 Toytoa Supar! 11
Off a front shot, there are clear hints of T.50 and Valkyrie permeating the body be it the grille shape or the front lights. At least the body shape itself is more in line with those of such hypercars. Perhaps it is not as extreme as other entries, but the silhouette is there. There are a decent amount of projectors alongside an LED strip, and there is even a roof scoop poking out of the noggin. The front bonnet vents seem somewhat small, which is a shame as it leaves that area barren and does not extract as much air as it possibly could. As for the mirrors, they seem fine, but from an artistic point of view, a rounder shape may better compliment the overall form.
Speaking of overall form, we get to the side and…
Ferrari, is that you?
Performing surgery on the body can help introduce visual depth. This allows for a more dramatic shape and greater opportunities to take advantage of airflow. I fear this surgery left the patient with visible scars. The side also could use more complexity at the lower sills. Our advice would be to round out the moldings so the area is more gradual. We may also recommend attempting different ways to carve into the side. Perhaps go back to your inspirations and view how they manage air from a side perspective (we noticed a front fender exit in the same channel as the rear fender intake). The T50 has an exit to vent from the front wheelarch while the Valkyrie adds onto this with a rear fender intake. Consider implementing this alongside some brake venting for the rear. Both are color-blocked to hide visual mass, and adding this negative space is why it appears so agile.
The area that needs the most improvement, without question, is the rear. The taillights can fit the design, but they need to be better implemented in that area’s shape. The grille between these lights looks bare and simplistic. Combined with the thin wing above, the overall shape makes an outline not too dissimilar to tape recording equipment. Beneath these is a diffuser that stands too far above the ground to produce meaningful downforce with depth that can only be told thanks to the 3D pieces protruding from behind the rear wheels. In the corners hide two dual pipes barely as wide as the taillights. Off the bat, we advise lowering the diffuser. To understand how much, look at how low the Valkyrie’s goes. Further study how deep the tunnels go so this car’s tunnels can go deeper. Second, consider moving the exhaust somewhere else. They could fit between the taillights or exiting out the top under that decent engine cover. It may also be worth considering enlarging the exhaust or changing the configuration.
Should you wish to consider a top mount, there is space at the back of the black tail that could host the exhaust. We commend you on the simple but effective appearance of the engine cover. Beyond the black, the body seems mostly blank. We encourage detailing this section with venting as needed, which includes growing that at the front. This need for detail plays into further critiques for the rear: it needs population. As-is, it’s barren. Revising the diffuser can be part of this task, but also consider other details like a license plate (holder) and a rain light. The excess black matter behind the tires could also be cut out with the right nega-tape and placement.
TL;DR: the front and engine cover are decent, but it needs improvement across other areas. These include revising proportioning, further detailing, and injecting depth. The rear is the most dire section to sort out. The side would also appreciate some further massaging and possibly reworking. It needs more to make it stand out - more refinement, more detail, more time. It can get there though should the necessary resources be committed.
ChemaTheMexican
i know you mentioned in the discord that it was at the line where it might look like a proto, but im submitting it just to see what i can improve in the design (btw rtx lighting fucks this car up)
At least you can run RTX lighting.
The opening resembles a basking shark harvesting plankton. The details at the front may not be as visible due to the shadowing RTX may have brought on, but we can tell the splitter is not as intricate as it could be. There need to be more components that take advantage of the airflow and channel it to appropriate areas. For examples of a front splitter and front wing done well, consider looking up images of the Senna GTR and Valkyrie AMR Pro respectively. The Z-shaped LEDs are a unique touch. Behind them are projectors that, truth be told, fit more on a Le Mans Prototype than a roadcar. It would be in your favor to find what projectors road cars use and swap them in.
Moving to the side, and we notice a prevailing theme to this entry: lack of depth. There may be a front fender exit, but the side seems flat enough to be a decent surface for writing notes on the lecture I’m currently in. The front fender exit almost seems too shallow courtesy of the rear ¾ shot. Perhaps the side could be further opened up to harness the unrealized potential of that underbody. In the vent department, two openings flip up to flank the cockpit, which is crowned by a scoop relatively small for its size. Perhaps its opening could be brought down further and widened. Brake venting could come in handy, and this may be realized if the side gets opened up similar to what is on the Valkyrie.
The rear longtail attempt looks like Flat Stanley and Minecraft Steve. Flat and boxy is a departure from the front and sides’ curvier/edgier sections. Further sculpting is downright necessary to mesh this currently incongruous section in. Such a shape is critical as it propagates down to the Furai-esque LED strips that are in dire need of projectors. The diffuser seems restricted as well by this shape and could be expanded. Much of the rear seems like a grille void. Its 3D-fixtured enclosure is based on what past Le Mans Prototypes ran. It could work on a road car for a lengthened tail, but in its current state, the looks are too pronounced as a prototype derivative. To start, the seam conflicting with the body could be curved to look like a natural extension. Further, the rear deck seems devoid of details like rear deck venting. It may be best to look at how longtails like the P1 LM, Senna (GTR), or even the Speedtail manage this space.
TL;DR: it is a strong start let down by a weak end. “Let down” may not be the right terminology for this situation as there does not seem to be enough depth to allow for that. This car has the potential to be a stunning contender. If it is to get there, it needs depth in spades on the side and rear. Giving it depth may inadvertently help unbox the current design. Speaking of unboxing, the rear desperately needs to transition toward a more curved design like that of the front. If both parts can be consistent, that opens up opportunities in the taillight and diffuser design that would not be available if they were boxed in. Finally, the design needs more details. Opening up the car as mentioned can realize opportunities for more vents. Among other areas, the rear deck stands to benefit the best from further detailing. Should this advice be followed, the car can better toe the line between hypercar and race car.
04mmar
Is there another… Scary feedbacks still going?
It appears our reputation precedes us. Let us proceed.
Choosing the old McLaren body is a brave choice. The problem with it is that it tends to be more conducive to supercar builds. It comes off like a supercar, but it has ideas that fit at home on a hypercar. From your post history, it seems you are new to the game, and that is okay. Everyone starts somewhere. Many entrants certainly did not start playing this game building to the level they are at currently. In that sense, I want to prime you with a Booker T. Washington quote: “success is to be measured not so much by the position that one has reached in life as by the obstacles which he has overcome while trying to succeed.”
Enough preaching, time for the teaching. Off the bat, there are pieces I think are too blocky for this kind of car. Under the headlights and between the front grille and vent stand out as the primary suspects here. Blockier surfaces make the car look less sleek. One trick to try is using fixtures that paint over these areas with black material. These are mainly fixtures that paint over surfaces, such as square stickers. Doing this produces negative space, which is critical when removing visual bulk. The current hodgepodge of lines seems inconsistent, and maintaining visual consistency is critical when building a car of this caliber. Whether you use edges or curves, use them in a way where each of them are compatible and build a larger picture together. For example, the front bonnet vents use hard edges, but the surrounding fascia (and headlights in need of projectors) is curvy. There, you could use a curvier vent fixture to unite the design. One other comment to make is there does not seem to be a front splitter. Adding one would better control the air and produce vital front downforce.
The next point worth mentioning is efficiency. The cutout on the side is quite decent. Used air can escape from the front fenders while unused air can enter ahead of the rear fenders for cooling. That being said, constructing this side did not necessitate opening the side and placing individual fixtures as you did here. This task can be completed by choosing a few fixtures and some layer trickery. When cutting open parts of the body, layers are a designer’s best friend as they allow for more complicated designs. 3D fixtures further enhance this by allowing a user to place fixtures where 2D fixtures normally would not work. This side is adequate as it stands, but the techniques laid out in this paragraph can be applied elsewhere to improve the current state.
The rear is, in a word, unique. The overall shape is reminiscent of an LFA with blockiness consistent with the front in the taillight and vent shape. It has the elements it needs - rear wing, diffuser, license plate, exhausts - but it is in desperate need of more work. Much of the rear is bare bodywork, free space that can be harnessed to vent exhaust air out. Similar to the front, more attention is needed. The taillights droop, which make the rear look sad and expose a large patch of unused space over the rear fenders. Angling them up can resolve this. With the strip in the middle, it may also be possible to unite these lights into a monobar.
TL;DR: there are two routes to choose from. One is to stick with this body. The positive is you keep the work you previously invested into this build, such as the side, but the negative is the body is harder to morph into the hypercar contour we desire. This would require 3D bodywork, which may prove challenging to get right. The other is to choose a body more reminiscent of a hypercar. The positive is you do not have to worry as much about kneading the body as much as the McLaren needs, but the negative is you need to remake your work on that body. Whichever case, our best advice is to look into the many tools and techniques the game allows (layering) and use those to your advantage. Beyond this, attention to detail and line flow can only serve to improve your work. Kookie’s advice from CSC applies well to this entry:
Overall, it seems like this entry was designed without much consideration as to how the individual features work with each other on the bigger picture. It’s evident that you already have the ideas to combine fixtures to create new shapes, but more can be done by layering fixtures to add complexity. A greater attention to detail would’ve also helped this design massively, as well as more exciting styling features in keeping with the design conventions expected for the setting of this challenge - it’s always highly recommended to use the provided references in any challenge, after all the hosts didn’t spend the time to compile them just for decoration!
MfDoomD1scord
Accepting my death rn
I guess you could say you are accepting your doom.
It is a surprise to hear the base body for this car was the Saleen Raptor. The fenders should make it obvious, but the way this body was sculpted into a brutalist brick hid this fact quite well. Less curves, more blocks. This front end clearly sets that expectation. The headlights are one of the few places where the bodywork curves, and it seems to decently integrate with the front. If there is any comment to make, it would be to angle the lines that drop down from the headlight (which may need some LED strips) toward the center piece as they meet at 90-degree angles when the center grille uses non-perpendicular lines. There are fixtures that hide the A-pillars decently, and the intake above it is a quadrilateral much like the rest of the bodywork. It may be worth refining the area where the rear arches meet the rest of the bodywork as it slightly raises above the belt line.
The side emphasizes how much like a door stopper its form is. The thick wedge features few curves and plenty of stiff lines. Despite this, it has an unmistakably hyper look. Such a shape makes us ponder the aerodynamics: how much air goes under that Lister Storm-esque rear wing? How many slats were cut into the bodywork above the front wheels? What kind of grilling drapes the rear fascia? What holes flank the scoop on the rear deck? We poke and prod, but even though a design like this is starting to show its age (we estimate 2010s), nothing really catches our ire besides it looking old. In a sea of cars that look like they belong in the 2020s, this car looks ancient. We advise modernizing the look, primarily at the fascias but also across the whole car as it looks to be the oldest of the bunch. It is like that new Chinese Saleen S7, which is just… a Saleen S7 made many years past its expiration date. Perhaps it may be better to open the rear area up for more exhaust air to escape, but the area is quite dark to concretely discern what is grille and what is paneling. Perhaps the transition from rear fender to fin is somewhat sketchy, but that can be resolved with some 3D manipulation. Perhaps the side and rear are not cutting edge, but their base design fits the theme.
This entry is as inoffensive as it is simple. It dare not disturb the universe for better or worse. It runs an older aesthetic, but it waves no red flags.
Instead, it flashes red lights. We hoped your taillights would be horizontal like the Senna. Between filling in fins and how thick those fillings are, the taillight scheme you chose significantly dates it. The boxiness does not help matters. It verges on an atompunk fantasy from the rear ¾ to the point I’m cowering in a fallout shelter to the tune of CONELRAD awaiting the next series of targets to be wiped clean from the slate of civilization, a long and storied 45-RPM record of sins paid for and written to this very day by our own hands.
Oh, right, how to fix it. If you want to stick with vertical lights, you could make them thinner than the bounding box that is the fender outlet. There may not be many real-life inspirations that feature purely vertical taillights, but the Cadillac Project GTP Hypercar concept can serve as good inspiration, although be careful not to copy it exactly as the overall design is too prototype-y for the purposes of this challenge. A more abundant solution is to run horizontal taillights on the rear surface, perhaps on the same line as the exhausts. It may also be worthwhile to consider some rear projectors with either solution. One other thing: it is clear this car runs a diffuser, but why do the strakes puff out like that? It might be worthwhile to see how real cars’ diffuser strakes traverse toward the rear and mimicking that.
TL;DR: it’s an older code, sir, but it checks out. Stylistically, the car seems to be an older dog compared to the rest of the field, and it needs modernization in our eyes so it can keep up with competitors. Until the rear, we could not find much to bite at. Many grips relate to rough details that require polish. The most grievous of grievances has to be the taillights as they launch a somewhat late model to the land before hypercars. In its current iteration, it is acceptable. We cannot tear it to death exactly as you expected. Whether that is because of how safe it plays this game or how dimly lit its shots are, we are not sure.
Can you believe it guys? Feedback! Just a week away! Feedback is in a week! Woohoo! I am so happy about this information! Feedback! Just a week away! Oh wow! Can you believe it? Feedback! Just in a week! It got here so fast! Feedback! Just a we-
Feedback Reminder
The feedback deadline is in just under a week. If you want feedback, please submit your work to us by 20th February 2023 at 11:59 PM EST and we will (eventually) get to it. When asking for feedback, be sure to send some pictures in to our DMs/PMs. This will avoid cluttering this thread and notify us about their arrival, thus ensuring they get seen. These pictures should ideally be well-lit and represent your design well.
good cop version