View Full Version : Calsonic / Pennzoil Skylines
cardboarddog 10-09-2004, 06:52 PM Hey..
Here are some renders of my latest low poly project. the cars are 4700 polys each and have 1 x 512 map. I wanted to see how much I could squeeze out of a sub 5k poly budget..
http://www.cardboarddog.com/Skyline/JPG/3.jpg
http://www.cardboarddog.com/Skyline/JPG/2.jpg
http://www.cardboarddog.com/Skyline/JPG/4.jpg
http://www.cardboarddog.com/Skyline/JPG/1.jpg
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cardboarddog
10-09-2004, 07:16 PM
http://www.cardboarddog.com/Skyline/JPG/5.jpg
Some wireframes :-)
LeeSalo
10-09-2004, 07:47 PM
nice job dude. I'm a huge fan of the skyline! the shot of them on the race track is really slick!
do you have other cars?
AndyH
10-09-2004, 09:11 PM
holy crap! The skyline has already been modeled hundreds of times on these forums, but this one is extra special! The shaders you have, and the actual look you have acheived is astonishing for low poly - that reander with the track looks photo real too! Its also pretty amazing how sharp the maps are considering you only used a 512 map - c'mon, be honest - its 1024 isnt it?
I presume you know about the wheel lettering being back to front on the last pic?
I think you should get front page for this due to its amazing look considering the poly count.
Great work!
PS - i noticed you're from leeds - where do you work?
cardboarddog
10-10-2004, 12:12 PM
Cool thanks guys :-)
I live in Leeds but I work in Sheffield at a small VFX house called arkvfx www.arkvfx.net (http://www.arkvfx.net) we are working on a new games related project at the moment which I will share with the CG talk community as soon as it goes online, within the next week.. all very exciting :-)
A few people on other forums have said that the wheel arches are a bit too segmented so I am adding a few more pollys to try and fix this, should bring the poly count up to about 5k or so. I will post some images later today.
AndyH
10-10-2004, 01:23 PM
Ive heard of ark - i nearly applied there before i got the job at character shop in birmingham. Nice to hear about the wheel arches fix - that was the only thing i thought was a tad iffy on it.
I cant believe this post hasnt gotten any more replies! Its the best car-related games thing ive seen in ages.
Phil Lawson
10-10-2004, 01:31 PM
Hey m8.
Great work! I would have to agree about the segmentation in the arches, but as you say, you fix it up.
Renders look great, and great use of 1x512 map.
Thanks for sharing. :D
Cheers.
cardboarddog
10-10-2004, 08:06 PM
Here is the render of the cars with their non segmented arches.. 4800 polys at the min.. about 8K tris mostly on the interior, I am going to knock it down to about 7k...
http://www.cardboarddog.com/Skyline/JPG/n0.jpg
Here are some quick studio renders I did of the pennzoil version
http://www.cardboarddog.com/Skyline/JPG/n1.jpg
http://www.cardboarddog.com/Skyline/JPG/n2.jpg
http://www.cardboarddog.com/Skyline/JPG/n3.jpg
http://www.cardboarddog.com/Skyline/JPG/n4.jpg
AndyH
10-10-2004, 10:50 PM
You should definately post these pics in the hosted 3d gallery and you may well end up with a choice award and frontpage. Cars seem to be popular on frontpage recently, and this is one of the finest ive seen. Mention the polycount and post some wires to get maximum resspek!
nealb4me
10-11-2004, 01:01 AM
hey, looking really nice considering your restrictions. Good work :)
DeathTrip
10-11-2004, 01:10 AM
I agree with Andy, these could make the frontpage :)
Fan of AliG, andy? :D
Well my opinion, the model itself is no bad, but since i as i can see you used box technics modeling, there is some usless polys on model, which you was able to add to more smooth parts, because the model is still not looking as hi-poly model, even you was having not so small polycount. Also you can remove polys from the front part of bumper, in middle of it, and add for sides, because they look too low-poly, there is also few places on all model where you can cut polycount, and add to other parts which need more it. Well its only my opinion ;)
M-CLK
10-11-2004, 08:04 AM
Nice work mate! Good to see it (nearly) finished at last :thumbsup:
The wheel arches look much better now - the only other thing that really stands out is the facet at the top of the door frame.
VVRY: quite often game models especially cars are divided up in an even manner to allow them to be deformed to simulate damage.
Andy H & DeathTrip: I agree this could and probably should make Frontpage :thumbsup:
LB.
LB. I know man about this, i myself working on racing game with ready to be damaged models, but even there, its useless poly, special on front, to damage it normaly need just 1 level of polys.
jasonbowers
10-11-2004, 11:10 AM
Very, very nice matey :bounce:
Glad you managed to push it to a conclusion (I know how hard that is) and those arches are much nicer too.
M-CLK
10-11-2004, 11:27 AM
VVRY: I agree there are quite a lot of polys that are not needed especially around the front. I suppose it depends what platform (if any) the model is designed to run on as to how much optimising should be done. Sometimes the cost of optimising models of this polycount in terms of man-hours can outweigh the savings made in performance, particularly on next-gen platforms. Personally I would prefer a cleaner mesh but as it stands the model is well within current xbox game budgets.
Well as i said, the model itself is not bad, but some parts on it can be done better, but still good job man :).
cardboarddog
10-11-2004, 11:39 AM
VVREY: yea I agree with you there are quite a few polys on and around the front of the car that don’t really need to be there. I will take them out of the model tonight :-)
LB & aomcaloes : Thanks guys.. My next car will be much better :-) making an escort Cosworth with a higher poly budget 10 - 15K tris..
Thanks for the comments guys much appreciated.. I am going to post it on the hosted 3D gallery in the hopes that it makes front page :-)
Phil Lawson
10-11-2004, 06:35 PM
(in the style of the guy from The Waterboy) "Yoou caan do iiiittttttt!" ;)
Great updates.
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