PDA

View Full Version : DTM AMG-Mercedes CLK


Furious-George
01-27-2005, 07:16 PM
Here's another DTM car, this is the last one, I have to do a different type of car now!


http://www.rossmansfield.com/work/DTM/DTM_Merc01.jpg


I was aiming for 10k triangles this time, gave myself a few more. It's ended up at somewhere between 10 and 11 in this render, but I'm going to spend some time optimising it and it should come down to closer to 10. Took maybe 10 days, should have been less, too many distractions!

I'm not sure I particularly like the paint shader in this render, i'm going to try it in an on-track environment next and see how that looks. It's metallic so :shrug:. FPrime hadn't been going for too long though so I'll give it a bit longer and try again...


Anyway, let me know what you think. :)

Chris. F.
01-28-2005, 12:22 AM
Is this the Game Model or the Real One ? :eek:

Nice Job :thumbsup:

nealb4me
01-28-2005, 01:06 AM
Good modelling mate, although it seems a bit pointless putting fancy shaders on a game model.

DeathTrip
01-28-2005, 05:19 AM
Looks great, how about some wires?

cars dont get much love here :shrug:

franklyn
01-28-2005, 06:44 AM
well most of the current game engines support those "fancy shaders"
]
the model looks amazing altho i dont know much about cars to crit the accuracy .... nice work on the render ...
do u have plans for this model ? or is it just lowpoly work for a portfolio.

nealb4me
01-28-2005, 09:59 AM
franklyn: I understand that new games are capable of supporting the use of shaders with hdri maps and so on. What I was getting at, is that it seems to me that Furious George is rendering it as though it were a highpoly car. Using the 3d app specific materials/shaders. Which I thought was unusual, but dont get me wrong, I like the work.

Furious-George
01-28-2005, 10:32 AM
Hi Guys.

Yes, this is just low poly work for my portfolio, I never got the chance to build cars when I was actually working for a studio so I thought I might as well, and it's fun. Maybe one day it'll end up in a game in some form...

I rendered it as a high poly car because I wanted it to be presented nicely for my portfolio :) I tried fancy shaders just to learn a bit more about how they work, in the end this just has some reflection on it and a simple environment, no HDRI or anything.

Yeah, it all seems to be extreme low poly stuff at the moment around here, what's going on! I am quite tempted to have a go myself though!

oh yeah sorry, this was built in Lightwave 8 and rendered with FPrime, and it looks much better now I left it overnight :)

http://www.rossmansfield.com/work/DTM/DTM_Merc02.jpg

And the wireframe -

http://www.rossmansfield.com/work/DTM/DTM_Merc03.jpg

ps. Anyone got any jobs? :)

Furious-George
02-01-2005, 05:13 PM
Been playing around with it a bit more, what do you think?

http://www.rossmansfield.com/work/DTM/DTM_MercStudio0002.jpg

Avion
02-01-2005, 06:14 PM
Grat work. realy clean mesh!

Btw.
What's your main modelling software?

Furious-George
02-01-2005, 06:24 PM
Hi Avion.

I have used Maya and Max for projects a lot in the past, but then I started using Lightwave and now that is my favourite :) I find the camera controls make modelling much easier and I feel you have more control over individual polys and points, which is important for game models. I don't understand why more games companies don't use it!

rosch
02-02-2005, 11:19 AM
Well, it looks really amazing, but I have to criticize one point. You have posted it here in the GAME-Art-forum. The fact that this car is around 10k polys is a way to much for a game-model. What I want to say is that the difficult thing about game-modelling is to keep the polys low and the look nice, but with 10k polys it's no problem. And what present game-engine would except this model.

but, I like it really.





23

Furious-George
02-02-2005, 02:42 PM
Well, I used some polys I didn't need to for panel lines etc, which if I had an engine to put it into I would probably have used normal maps instead. But apart from that, 10k (Triangles remember, not polys) isn't that high for a game model, although it varies from engine to engine and on the type of game. You should hear about some of the polycounts being used for next-gen games...

Besides, I set out to make a low poly car that I could make fantastic portfolios renders from. If you were only looking at it in a game engine, you would notice notice flaws in the model much less, so can get away with using fewer polys in certain areas.

I think you've just all been spending too long making those 300 poly models!

Here's a track render, I'm quite pleased with this one, much less boring than the last one!

http://www.rossmansfield.com/work/DTM/DTM_Merc04.jpg



And an alternative, maybe this style would be better if the corner was faster though, it's a little bit over dramatic for a hairpin!

http://www.rossmansfield.com/work/DTM/DTM_Merc05.jpg



and another wireframe, you can see a bit of scene as well, if you're into that kind of thing.

http://www.rossmansfield.com/work/DTM/Wireframe.jpg

cardboarddog
02-02-2005, 05:03 PM
Nice work m8y looks great!!! I think you should do some nice showroom renders with the silver version...

"And what present game-engine would except this model" --- 10K Triangles is fairly low poly count if you ask me, almost all X box racing Sims exceed this by quite some way and next gen games ie. PS3 are looking at poly counts in excess of 100K

Daniel
02-02-2005, 05:42 PM
very nice, but one little crit..i would change the polyflow on the hood, it looks like you made staight cuts there, if you would move the points a little you could archive a better look for reflections and shading.
may check the attachmend to see what i'm talking about.

I would like to see the car in a game like Racer (racer.nl) or any other, just to see how it would look rendert realtime, with reflection and things like that :)

@rosch: today game models with even 20k polys are just normal, so don't worry about the 10k. If the car is made for a game engine (realtime display...) it's right here :)

regards.

Furious-George
02-02-2005, 06:01 PM
Hi Daniel.

Yeah, you're probably right, those verts could do with a bit of tweaking, I'll add that to the list :)

Hey look, they already have a merc - http://www.racer.nl/images/clk_lg.jpg I think mine looks better :) I might have a go at getting it in there, it looks quite cool and I've wanted to try out that Racer game for a while anyway, I like good physics models :) Do you know where I can find more information?

Daniel
02-03-2005, 09:20 AM
hmmm, there are alot of information about the game an that website. I don't know about other sources. But you also can try out one of the million other free racing games...or how about a comercial one. How abouttttt Mercedes Benz World Racing ? Edit tools can be found here: http://www.geocities.com/m3d_ru/

regards.

jasonbowers
02-03-2005, 10:26 AM
Hello all.

Nice work George - for a Merc i suppose. These DTM cars leave me a bit cold to be honest :) Good to see you are getting really proficient at all things LW too. You sound like a seasoned pro now :)

As for polycounts and the legitimacy of posting so-called hi-low-poly things in this forum - I think that times have moved on and unless you are working on mobile phone games a higher polycount is what most low-poly artists will be using now.

I myself have gone from using a shit engine (thanks Argonaut) with polycounts of < 20k for an entire level to using that just for a car body shell. The skills are the same just more polys and points to push around.

I know of a couple of people who have gone the other way and are developing for G3 mobile phones and they are back to < PS1 polycounts.

Anyways, low, high or middle polycount it's still nicely presented and looks pretty accurate so well done dude!

A. aka JB

rosch
02-03-2005, 10:54 AM
Well, about thoose polycounts - it is your opinion.
Tell me some examples of games with "normal" polycounts around 20k?

I would really like to know, because I don't have the time to check up-to-date games.

23

Furious-George
02-03-2005, 11:37 AM
I don't think it's really just 'your opinion' when it is also your job...anyway I don't want an argument, as aomcaloes says, times have moved on and next gen consoles will be using car models with poly counts far in excess of 10k.

What you have to look at, I think, is what the mesh is like. If you've used 10k tris because you've been sloppy and wasted them then that's one thing, but I think i've made a fairly tidy mesh and used the polys where they're needed most, to smooth out curves. I didn't have a game engine in mind when I created the model so I just picked a middle of the road poly count to aim for :shrug: It's clearly not high poly/high detail, so I don't know what the problem is...


I only looked at the Racer website quickly but I couldn't find anything about the actual exporting of the model and the game model format, but I'll investigate it properly today. I had no idea that Mercedes World Racing was on PC and that moddable either, I remember playing it a long time ago on XBox and it was quite good so I'll try that too.

Thanks for the comments.

CGTalk Moderation
02-03-2006, 12:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.