View Full Version : Roadster
Tumerboy 12-06-2004, 10:40 PM This is a model I was working on for a racing game that fell through, like so many others. . . :::sigh::: anyway, I finally picked it up again and decided to finish off the texture. I'm almost done, just the undercarriage and a few other details left. Polycount (Tris) is slightly over 2K
The texture is 1024x1024, but I'm posting a smaller version. I can't find the concept drawings it's based off of, but I'll post them if I find them.
http://www.tumerboy.com/RoadsterWIP/Roadster1.jpg
http://www.tumerboy.com/RoadsterWIP/Roadster2.jpg
http://www.tumerboy.com/RoadsterWIP/Roadster03.jpg
http://www.tumerboy.com/RoadsterWIP/Roadster-Tex.jpg
http://www.tumerboy.com/RoadsterWIP/Wire-Front.jpg
http://www.tumerboy.com/RoadsterWIP/Wire-Back.jpg
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RmachucaA
12-07-2004, 01:25 AM
I can see why it was canned.
The model is good, but the subject matter looks arcady and boring.
Nice texture work too.
Tumerboy
12-07-2004, 08:39 AM
well, I wouldn't say it got "canned" It was a student project, Volunteer. And as most Volunteer things, it's hard to keep most people motivated. It wasn't supposed to be the greatest game ever, just a learning experience. Anyway, it was my first real attempt at modeling in Maya, so I learned a quite a bit.
Any more criticisms or things people see to improve?
I guess I'll opine with, "Can the fans."
(trifans)
Tumerboy
12-07-2004, 10:12 AM
I guess I'll opine with, "Can the fans."
(trifans)
:/ huh? :::scratches head:::
AndyH
12-07-2004, 10:21 AM
I really like the design, and its good for the polycount, but its very lowpoly compared to what modern racing games can handle.
Nice work.
MFTituS
12-07-2004, 10:31 AM
" can see why it was canned.
The model is good, but the subject matter looks arcady and boring."
lol, thats just your interpretation. who said, that they wanted a realistic look?
first i thought, oh no, not just one of the boring cars you see every week hundreds of them as i read the title - but than i was surprised.
this is cool. fresh, a bit cartoony - i like it a lot.
please post the concepts if you find them.
mesh looks ok, but the texture needs some adjustments. first, dont render the lowpolymodel with specular, if you dont have a special map for it. as you see, the complete model is shining independent of the materials. if you want some highlights, than paint it on your texture as you have made it with your metallic parts. use a neutral lightposition (middle and more top). the result will be much better than now.
the car body can need some details, dirt, scratches, reflection, metallic bands......
the windows are too blue and need some reflections.
but overall it is a nice car and would be great if you invest some more time for finetuning.
:thumbsup:
nattnewman
12-07-2004, 11:37 AM
Hey there,
Nice work Tumerboy, this that has a really nice Free Radical Design feel to it, which to be honest I love. Whether it would make good subject matter and fit the general theme of high poly high spec racing games out there is another matter, but I certainly looks like fun!
However, I do feel some of the texturing could be a little sharper and dirtier. As it is it looks new, which by all means is great - my point is that it looks too new to be new (if that makes sense! :)).
Just wanted to commend you on the fun nature of the vehicle!
Keep up the good work.
Cheers,
Nathan.
Tumerboy
12-07-2004, 05:13 PM
thanks for the comments, the game was meant to be cartoony. A lot of the other vehicles had weapons that would do different things to the car in front of you. It was kind of a cross between a big shiny racing game, and something like Mario Kart.
Anyway, MFT I only render for my own pleasure, but your right that I should probably make a spec map for it.
I still can't find the original concepts, but I have an old version of the model with the image planes I used:
http://www.tumerboy.com/RoadsterWIP/Concept01.jpg
I also took a couple screenshots. This way you can see it unrendered, and unlit:
http://www.tumerboy.com/RoadsterWIP/Roadster04.jpg
http://www.tumerboy.com/RoadsterWIP/Roadster05.jpg
the_podman
12-07-2004, 05:29 PM
Yeah, wow. You hit the nail on the head, nattnewman, it really does look like Free Radical Design's work. Which is a good thing. I loved the stylized look. The tech stuff has already been crit, so I'll just say that from a "design" point of view, I like it alot:thumbsup:
-pod
Tumerboy
12-07-2004, 06:01 PM
LOL, well. . . crud. . . I'll pass that along to my friend who did the original concept artwork :P
jerre
12-07-2004, 07:55 PM
I like it. however it would be cooler if it had more and cooler tubes going round, also the texture around the licsense plate could use a border or something. Subtle but nasty bumperbars too :)
rob-beddall
12-08-2004, 01:39 PM
hey!!
you either have a visible texture seam or different smoothing groups (hard edge?) above the back wheel. doesn't look as tho it should be there, but i could be wrong.
could you not use alpha for the holes in the things that hold the bumpers?
just think it would look much better than black splodges.
cheers!!
Tumerboy
12-08-2004, 03:17 PM
If you look at the render, there is an alpha there. It just doesn't show up in Maya's working window.
as for the seam. Are you talking about between the fender and the body of the car? There is no texture seam, but there is a hardened edge. However it was intentional. I put it there because I think there would be a seam there in real life, and since it's such a huge change in direction, I think it would look funky being smooth. . . but I'll try it and see . . .
Tumerboy, I said can the fans and I was referring to all the trifans on the model.
Tumerboy
12-08-2004, 04:54 PM
Matt, I still don't know what you're talking about, repeating the same words doesn't help. If you could elaborate, and tell me what you're referring to, please do. . .
the_podman
12-08-2004, 05:03 PM
He's talking about edges that "fan out". Apparently, game engines have a hard time reading these well. However, this all depends on how strict the system is. Just terminate those edges in more "spread out" spots. But again, it might not matter.
Here's a pic.
-pod
:)
Tumerboy
12-08-2004, 06:22 PM
thanks for the clarification Pod. I didn't know that was a problem. . . I did it on the wheels and spare tire to add a little more definition, rather than just a flat surface. I could make them flat and zigzag the poly's across the wheels, but I would only save two polys each. However, if the way I made it won't work in a game, then I guess I have to.
the_podman
12-08-2004, 06:52 PM
It's not that it wouldn't nessesary work "in-game" per se, it's all really about what engine it's going to. From what I hear, working in Renderware and PS2 requires such strict tri-striping rules. I try not to get to lost in the "tech" side of things. But certain poly rules are still good too know. Recently, EA came to my school to tell students what to have in a modeling reel and they didn't really care about stuff like that. In fact, they don't even really care about poly count all that much, but that's because the company is BIG and they employ "clean up" artists to do all that stuff. But for smaller companies, I can see it being an issue.
-pod:)
Tumerboy
12-08-2004, 08:43 PM
well, you learn something new every day. I've applied many places, including EA, and many small companies. I've also worked on about 5 student game projects and I've never heard about that. Thanks again :P
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