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PetterSundnes
02-27-2004, 12:50 AM
This is a lowpoly car for my ShockWave cargame. I guess you can tell it is inspired by The Fast and the Furious or NFS Underground (not my personal favourite set of cars, but looks good as game models).

484 triangles for the car and wheels. A 512x512 24bit texture for the whole car = 786432 bytes of gfx ram used. Aiming for an optimized web-3D performance.

http://mortencb.cx/petter/forum/rally300wip6.jpg http://mortencb.cx/petter/forum/rally300wip7.jpg

wartorn
02-27-2004, 01:53 AM
that is amazing work... i dont think i can achieve that even with a thousand tris, let alone two thousand.... very nice texturing that covers it all up... and the geometry is smooth yet simple... quite nice... me like me like!

seg65
02-27-2004, 01:53 AM
i think its hot. if i wanted to make a web game with shockwave where do i start? what are some good books to get?

pseudoBug
02-27-2004, 02:42 AM
Looks good to me! It is a bit hard to see much in the top down render though. Could ya maybe post a brighter render and a wire?

PetterSundnes
02-27-2004, 05:43 PM
Wire:
http://mortencb.cx/petter/forum/rally300wip8.gif

A brighter frontview:
http://mortencb.cx/petter/forum/rally300wip9.jpg

seg65: Director's Third Dimension (http://www.amazon.com/exec/obidos/tg/detail/-/0672322285/qid=1077903411//ref=sr_8_xs_ap_i1_xgl14/104-1591814-6583100?v=glance&s=books&n=507846) is the best book out there for learning ShockWave3D. Also, download the Macromedia Director demo from Macromedia's website, a fully working program for 30 days, no size/export limitations. (Director is the application that makes ShockWave files).

RmachucaA
02-27-2004, 06:35 PM
i bet it was done in lightwave....... am i correct?

Anyways, good model.... the texture aswell.
good job.

BurrowingDuck
02-27-2004, 06:37 PM
wire doesn't look like lightwave to me.

looking pretty good for the polys

PetterSundnes
02-27-2004, 09:19 PM
Thanks guys!

Yes it's LightWave, so I guess you win the bet RmachucaA... how much was the bet on? :)

Its a Wireframe Shade screengrab, and then i deleted the colours of the polys in Photoshop.

seg65
02-28-2004, 12:17 AM
thanks petterms. can i use flash to make a 3d or shockwave game like yours.

PetterSundnes
02-29-2004, 03:26 AM
seg65: No, Flash is a 2D vector animation application with no realtime 3D capabilities other than rotating cubes. ShockWave is a different web-plugin technology than Flash, and the content is exported from the application Macromedia Director (which now also export EXEs for Windows and Macintosh even if you only have it on one of the operating systems).

Supervlieg
03-01-2004, 11:45 AM
Nice low poly car. I like the way you used the little amount of polies. Nice texture as well.

amola2k
03-20-2004, 07:41 PM
really amazing result with such a small polycount
hats off
cheers

PetterSundnes
04-22-2004, 01:05 AM
Here is a small update, added a tunnel and additive lightglow over the headlights:

http://petter.ms/forum/rally300additive.jpg

I'll try to figure out a glow effect for the ceilinglights too.

PetterSundnes
04-28-2004, 11:24 PM
Trying out "wet tarmac" and a more intense additive lighting:

http://petter.ms/forum/rally300wip11.jpg

RmachucaA
04-28-2004, 11:52 PM
the car's texture is to bright considering the ambient light, maybe tone it down a bit.

PetterSundnes
04-29-2004, 12:20 AM
Yes you are right, here is another update with the light dimmed down a bit. I also made the ground more spattered, instead of the fine grain, makes it look a bit more like puddles?

http://petter.ms/forum/rally300wip12.jpg

RmachucaA: I see you are an XSI man, do you have any experience with this:
http://www.edharriss.com/tutorials/tutorial_xsi_rendermap_and_fg/tutorial_xsi_rendermap_and_fg.htm

I am asking because I am wondering how long it would take, approximately to bake out a 512x512 texture with the high settings mentioned at the bottom of the article:
2) The method above is rather hard to script and automate since you need to use the camera to paint the FGmap file and accumulate the fg samples. The other approach is to increase the FG accuracy really really really high, like 6000 and force it to rebuilt each time. The radius should be around 1 to 100, depending on the objects and its surroundings.

Just a finger in the air approximation with a given hardware setup. I am used to 9 hours render when baking illumination in lightwave, Monte Carlo radiosity with 3 bounces, and highest rays per evaluation setting (and using the Microwave baker). Thats what is needed for good results.

RmachucaA
04-29-2004, 01:10 AM
i did tests with a 512x512 rendermap, baking the texture with FG at 2000, took about 2-3 mins

For FG 6000... dont know how long it could take,.

commy
04-29-2004, 03:05 AM
i believe it would be 3 times since acuracy is mearly the amount of rays really but i could be wrong :)

RmachucaA
04-29-2004, 04:51 AM
i wish things where that simple commy :-P

PetterSundnes
12-01-2004, 12:46 AM
http://petter.ms/forum/reflection-test.jpg (http://petter.ms/forum/reflection-test.htm)

Try out the realtime ShockWave version here (non-interactive animation):

http://petter.ms/forum/reflection-test.htm

it seems like a neverending story this ShockWave-car-project of mine and it is still very "in-progress" :)

EVIL
12-01-2004, 06:02 PM
Very nice stuff, your going to add more vehicles? or just this one, if you are going to add more, please put in some classic muscle cars from the 60's and 70's , they always rock (hoodscoops preffered) Like the 68 dodge charger, and 68 chevrolet camaro

erilaz
12-01-2004, 11:37 PM
Impressive work for shockwave3D. How long have you been using it? It's very rare to find fellow workers in this particular area!:D

I'd be interested to hear how you achieved the spotted reflection of the car on the road as well as the headlight glow.

PetterSundnes
12-02-2004, 12:44 AM
Thanks Evil. I have been thinking about adding more cars, but first I will have to get something playable finished. The cars will be based on own designs, so no copyrights are infringed, but a muscle-car inspired creation should be made for sure!

Next thing up is a speedometer and rev-counter. After that, acceleration and gears. And finally the whole driving thing similar to my first demo: http://rally300.com, with laps and timer. I dont think I will be able to add multiplayer functionality, but I am thinking of having the option of challenging people: Type in your email, the email to the person you are challenging, drive the race, and wait for your "challengee" to do the same. When both have finished, stats is sent to both players by email... thats the plan atleast :)

Thanks erilaz. I have been using Director for about 5-6 years or so, but ShockWave3D I have used 2-3 years, with the last year or so getting me on top of things, and feeling in control of what is going on :)

To create the reflection effect, you make a copy of the model or create a model with a blurred texture like i have, and place it upside-down, under the road polygon. Then you apply a texture to the road which has transparent spots created in Photoshop by using layer masks, to create the illusion of puddles. I always use PNG format on the textures to ensure they become 32bit with transparency intact, and you can also use TGA, but PNG is better for use in SW3D when applying textures through lingo code. Always remember to apply the layermask to the layer before saving as PNG, and dont flatten the image into a background layer (only 1 layer with its layer mask applied).

When layering transparent models on top of eachother, only use simple plane/flat models. Complex shapes with transparent textures never behaves well with SW3D, causing z-buffer fighting such as the rear model to jumping in front of another model and so on. Also when using an effect such as the glow under the car, tilt the planes a bit to reduce unwanted z-buffer fighting. Also, increasing the hither of the camera (near-clipping plane), will reduce some z-buffer fighting.

The glow of the headlights is self-illumination in the shader/material, set inside the 3D modeling app, here I have used LightWave. The same can be done in 3DS Max, just go to the illumination setting and set it to color and pure white. Then the texture wont need any light to be visible, and create the illusion of glowing. It can also be set in lingo by this:

member("my-3d-scene").shader("my-shader").emissive = rgb(255,255,255)

Any ShockWaver should have this nice little plugin, to inspect their 3D scenes and to try out settings:

http://www.3dpi-director.com/

erilaz
12-02-2004, 06:16 AM
To create the reflection effect, you make a copy of the model or create a model with a blurred texture like i have, and place it upside-down, under the road polygon. Then you apply a texture to the road which has transparent spots created in Photoshop by using layer masks, to create the illusion of puddles. I always use PNG format on the textures to ensure they become 32bit with transparency intact, and you can also use TGA, but PNG is better for use in SW3D when applying textures through lingo code. Always remember to apply the layermask to the layer before saving as PNG, and dont flatten the image into a background layer (only 1 layer with its layer mask applied).


Dang! I was hoping you had some ingenious method of getting around that model flip reflection solution!
I've been working in director for around the same amount of time, so if you ever want to swap ideas or problems, give me a pm!:D

The spot-blending is a particularly nice method! I'm impressed by it's ingenious simplicity! I used a similar blend method for creating snow-cover maps for a scene. We also found that the alpha foreground battles can be avoided by moving the pivot points outside the area of the objects.

Thanks for the tip on the emissive channel. That will be useful!

Keep up the good work.:beer:

PetterSundnes
12-03-2004, 01:12 AM
Update, some HUD-like graphics (not so revolutionary as I perhaps should strive for, but a start), and reflection of car-lights.

http://petter.ms/forum/reflection-test2.jpg (http://petter.ms/forum/reflection-test.htm)

http://petter.ms/forum/reflection-test.htm

PetterSundnes
12-05-2004, 11:47 PM
Added halo effect around lights, flickering car reflection on tarmac and reflecting lamp posts. ("force" reload the page if it looks the same as previous ones).

http://petter.ms/forum/reflection-test.htm

http://petter.ms/forum/reflection-test3.jpg (http://petter.ms/forum/reflection-test.htm)
(http://petter.ms/forum/reflection-test.htm)

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