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Cynical_Saint
01-29-2005, 06:04 PM
Hey all,

I am posting here because I am currently working on a low poly remake concept for the classic Porsche 904. This car may/may not be used in a racing sim.

Couple of notes:

At present I would really just like opinions/suggestions/crits on the design of the car. The mesh is really messy at present until I flesh out the design (which is why I am not posting wires).

In regards to the current shape, it is still missing side intakes on the rear slope of the greenhouse, and is missing a rear spoiler which is necessary if this will be a competition car.

I am currently not entirely happy with the lower portion of the nose. It seems a bit plain by todays standards, I am open to suggestions on how to liven it up a bit.

Pay no attn to the wheels, they are just crummy fake 'place holders' at present.

Headlight covers are currently grills only so that the headlights can be seen, and so the general shape of the covers is viewable.

Current Tri count, excluding wheels, is 3400 tris. That figure should not rise a whole lot as there is not much more detail to be added apart from a rear spoiler and the side intakes, and perhaps something on the front bumper.

Thanks in advance for any questions/comments/suggestions/crits that you may provide. :)

http://www.ninersabroad.com/images/michael/011SP.jpghttp://www.ninersabroad.com/images/michael/011B.jpghttp://www.ninersabroad.com/images/michael/011F.jpg

Cynical_Saint
01-30-2005, 04:54 PM
Ouch, got bumped to page 3 in less than 24 hours, with no replys. :(

Anyways so that I am not just shamelessly bumping, here is a comparison pic between the classic, and my concept.

Cynical_Saint
02-05-2005, 07:35 PM
Its kinda tough getting crits around here since there are so many artists adding new WIPs, buts I can understand that. So here goes another attempt.

Created 'slightly less crappy' temp wheels

Refined the headlight covers and added temp texture.

Added Front intakes

Added taillights

Added tailpipes

Refined the shape of the rear panel a bit.

Questions/comments/suggestions always welcome. :)

Mik2121
02-05-2005, 07:45 PM
The frontal part is thiner in the real car. Change it...
It can have more similar lines and instead of it, look modern enought.

Wanna see how you make those modern 'side intakes'.

Btw, it's a very nice model ^_^U.

(sorry for my english.. i'm spanish :P)

TheShaddix
02-05-2005, 07:51 PM
Ok, you want crits ? Here they are:
1.) You need to model more details before you ask for crits (separate your parts for one)
2.) The wheels are low quality. Check sniper's thread called "datsun" to see how he made his wheels.
3.) The shape of the car is cool. I wouldnt model the front grilles since you can use transparency maps later (saves you time and poly count).

4.) make the headlights as detailed as you possibly can.
5.) This car is askin for some lamborgini doors, man. Make them open up, not sideways. But that's just my opinion.

6.) when askin for crits, make sure u include the smoothed version of ur work so i/people can see where your mesh has bumps (if it has any).

7.) Those taillights and the exhaust look bad. Put ur exhaust on the bottom or at least make it look good if you want it to stick out from ur car like that. ( like those boxster or murcielago exhausts)

Cynical_Saint
02-06-2005, 03:06 PM
Mik: Thanks for the comments, although I am not quite sure I understand what you mean by making the front 'thinner'. The side intakes are next on the worklist. :)

Shad: Thanks for the crits. I will try to address them each:

1) As this is a low poly project, not many details will be modeled. Most will be in the texture. At present, I am simply looking for feedback on the shape and design features of the concept.

2) I know the wheels are crap. They are just a 10 min job to fill up the wheel wells.

3) The grills are not modeled, they are transparency. Again just temp textures to take away some of the blandness of an untextured model :)

4) I am struggling with ideas on how to fill up the headlight dishes. Again, cant go very detailed because of polycount, but they look a bit 'empty' at present.

5) Seagull doors are definitely in my concept sketch. However due to poly limitations and the fact that this may be used for a game, they will probably just be in the texture and will not open up.

6) This is the smoothed version. :) Low Poly. :) In any case, I know that the mesh is a jumbled mesh right now. I like to get the shape right, then rebuild the entire mesh following good building techniques.

7) What do you mean by 'look bad'? As design features the shapes and placement are not good or are you simply talking about the modeling, because we all know that the modeling of them is crap. heh Again just trying to get the shape/look of the features, then I will model them properly.


If/When I get this Low Poly model finished and it has served its purpose as a low poly model, I may/may not redo the car in high detail, because thus far I am pretty happy with the concept.

exidge
02-06-2005, 03:40 PM
Interesting project , and I like it so far. One thing for the tail , mayb you could realize my idea: http://3d-fraction.planet-multiplayer.de/exidge/wip/ex1.jpg sumthing like that.

Cynical_Saint
02-09-2005, 03:45 PM
Exidge: I see what you mean about the lights, perhaps I can give that a shot when I get a chance. However I am not quite sure what the lines dropping down are. ??

My Internet went out last night, so I had time to work on this some more and get some of the more difficult ideas fleshed out.

So:

Made 'slightly' better wheels

Made side mirrors

Made 3 sets of intakes, help me choose which ones look best, or let me know if I need to scrap them and start the intakes again.

First pic shows the three intake options (help me pick one), then there are two pics showing the car with all of its current parts.

As always, please forgive the crappy modeling issues, those will be fixed when I have settled on the 'look' of the design.

SuperHal
02-09-2005, 04:15 PM
looks ccooool

Cynical_Saint
02-09-2005, 06:50 PM
Thanks Hal.

I like the third scoop most, but something is uneasy about it. I think it may be too big or too bulky. Need to play around with it some.

Since I changed the roof height, here is a side profile to show the effect.

Note: I need to lower the top of the windshield as well as it doesn't flow anymore with the lower roof.

Cynical_Saint
02-11-2005, 07:41 PM
Well, something still doesnt feel right about the side scoops.

So I decided to try something different. I made scoops that recess into the body. Do you guys think this looks better or should I continue working on exterior type scoops as in the previous pics?

Also, you should be able to see from the back shot that I have refined the mesh a bit around the top grill, and the opening for the pipes. The corners on both should look a bit better now.

Cynical_Saint
02-14-2005, 12:41 AM
In the interest of progress, I spent the better part of the evening working on some stuff. Here is a list:

Added an under-body .

Re-made the headlight dishes to be more detailed (less poly) but it isnt really visible with the shading on the headlight covers.

Refined the headlight covers.

Refined the shape of the side scoops.

Added brake calipers, poorly modeled and perhaps too large?

Added a very rough outline of the doors.

Refined the wheels to lower poly count by over 300! (Around 700 tris each now)

Made more detailed brake discs and more detailed texture.

Refined windshield to fill gaps around it.

(Wow, it really seems like less work when listed out )

Here are some new shots, and to change things up a bit I included an overhead view.

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