View Full Version : Ford Mustang Fastback 1965
Need a short break from the Messerschmitt project so I started a "small breakproject". Also inspired by the PGR3 polycount I built the classic Mustang. But I didn't want to reach the 80.000tris limit. It was important to me to avoid unwished corners and sharp edges. All together (interior and exterior) the mustang is composed of around 25.000 polygons. It becomes a part of my upcoming website. I just unwrapped the car and will start to texture it today. I know that some of you don't understand why I take the trouble to unwrap 25.000 polygons for a car but a simple shader is not enough. I want to give the Mustang a used look and the precalculated Lightmap with GI of course. I tested the VertexRadiosity but it does not look as accurate as the rendered Lightmap. However I'm going to create a 2048² map for the car including all vehicleparts. I hope to finish the project this week.
Download a 1600x1200 image! (http://www.orik.de/misc/fastback65_01_1600.jpg)
I did not create the interior with incredible detail because I appreciate a single model only for the interior. That means 25000 faces for the exterior model and for example 20000 faces for the interior. So you have a 45000 poly vehicle but only the half must be drawn by the engine at the same time.
12-13-2005, 01:50 PM
what engine/platform are you aiming for?
xbox360 i take it
i just read an article about the folks that did all the car models for Project Gotham 3...
all the work was outsourced to an australian company that specialises in it.
"Typically each gotham 2 car took around 2 weeks from start to finish, but gotham 3 cars were initially taking up to 10 weeks each"..."we were eventually able to get this down to around 5-6 weeks per car."
heh i was thinking ur car was a bit of a poly hog but theyre saying here that their cars were reaching towards the 1 million poly mark for ingame models.
my completely irrelevant contribution.
12-13-2005, 02:54 PM
yeah, at first i had trouble trying to distribute polygons evenly between the different parts, since i had never done such a high detailed game car before, it was a good experience :).
One thing to note, is that you dont want such big flat polys on the sides of the car, if the game is going to have vertex damage you need to distribute the polygons more evenly so the body panels can crunch and bend properly.
12-13-2005, 03:27 PM
loverly, agree with above point, but if it were to be for a game with no damage modelling, there are plenty out there, then its very optimised.
You're right. I didn't optimize the car for damages. The first aim was to create a car with highpoly elements but using lowpoly techniques. I mean more subdivisions on round parts and only some polygons on flat parts. But it's no problem to add some more subdivisions to the mesh when it's textured.
I must say I don't know for which game I built the car. I would like to modify GT-Legends but as far as I know it's not modifiable. If I find the right game I can optimize the damage model for that game.
But do you really want to see scratches and dents on a mustang :) .
12-13-2005, 05:38 PM
fantastic work! i love it, and don't worry about damage, some of the top end games today dont really do much in the way of damage, for example Need for Speed: Most Wanted just has a different set of textures that show scrapes (specular and diff/col)
Thanks. I played the GranTurismo series since the first hour and I can live with a missing damagesystem. But there are 2 parties. The other one cannot without :) .
Next image shows the basetexture. The wheels need to be light neutral without shadows from ground or the wheel arches.
this is absolutely beautiful.
12-14-2005, 11:02 AM
Haha that unwrap is pure love, look forward to seeing more :)
12-14-2005, 09:35 PM
is it just me, or is this the worlds best UV layout ever hahah you totaly used every scrap of the UV space dude, total indian style "use every part of the buffalo"
12-14-2005, 09:50 PM
holy crap, look at that UV layout
how lond did the unwrapping take
12-14-2005, 10:06 PM
Nice car man, the beauty render could compete with the high end models seen on this site for sure.
12-15-2005, 02:36 AM
:eek: Man that is a nice uv map! Got a question tho....how did you get the lighting...texture thing you have in the 3d window there? I have been trying to figure out how to do that for a while now and without any results. In a render I just use a skylight, but thats a texture hmm. Did you use the "0" render to texture thing?
Anyway great m0del you got there man!
12-15-2005, 05:02 AM
wow....I just can't imagine that is creat for games. It's so real. And a geat arrange in UV......:thumbsup:
12-15-2005, 07:53 AM
I'll put Your UV's on my wallpaper. Awesome puzzle :argh:
12-15-2005, 08:34 AM
Pfff..Standing Ovation for this fella. !
that UV work is splendid. i understand fully the effort that went into that. i thought your first render was a high poly car :D.
Its also my fav car.
Hehe, thanks. The only disadvantage of the "render to texture" lighting is, that really each polygon need a place on the UV layout.
The unwrap took around 2 or 3 hours. It was late in the night so I don't know the exact time :) .
I think I already answered your question about RenderToTexture :) . Just use a skylight in your scene and render the UV sheet with the RenderToTexture menu. But as I said, you need a complete unwrap of your model. No faceoverlays or anything else. But you can save texturespace when you unwrap only the half of some parts and mirror them after the renderprocess. But you must be carefull what you mirror and what not. For example the two front seats. I had to unwrap both because the steering wheel casts slight shadows on the driver seat ;) .
First final impressions on the next images. There I rendered the lighting into the groundtexture as well. I only used a free directional light to simulate the sun in the "final render". So what you see can be performed without any problems ingame (maybe except the qualitity of the reflections and the self reflections). Rendertime one or two minutes (because of raytracing for reflections). Perfect for animations as well.
Had not much time yesterday to finish the exteriortexture but I work on it.
12-15-2005, 09:13 AM
Very nice model you have there!! in one of your posts you say you are going to paint the lightmap for GI...Im trying to understand why you are doing this and not relying on the render to produce this for you with a light setup and then bake it afterwards do you gain something by painting it? If so I will have to try this myself..Im not that familiar with games engines but your project sounds very interesting...
12-15-2005, 11:24 AM
very sweet :thumbsup:
Updated the above images.
I didn't mean that I'm going to paint the Lightmap. I place a skylight in the scene and use the RenderToTexture function (default button '0'). It's the easiest and fastest way to get the best results.
This time I don't want to use any photos for small elements like headlights etc. . . .
So I modeled those parts to render the image I need.
For example the headlight
and rendered for the texture.
But I must still optimize the mix between diffuse-, opacity- and bumpmap of the headlights on the final car
12-17-2005, 06:16 PM
Nice, brings back memories, I owned a 68 with the same color scheme, it was cherry too.
12-18-2005, 06:01 PM
DAMMMMNNN!!! (Like Chirs Tucker would say) that's pretty heavy but dope, and as doc would say for back to the future "Heavy, there's that word again, is everything heavy in the future is there something wrong with the earth's gravitational pull or something?" :D!! but pretty dope man pretty dope
12-20-2005, 08:28 AM
Superb piece of work....absolutely, definitely no critiques at all....:buttrock:
12-20-2005, 10:02 AM
I like the red one more than the other twos, although a white stripe on red would be nice too.
12-20-2005, 11:23 AM
jaw dropping work man good job. And way to go the extra mile with modeling the detail pieces to render out for the texture.
12-20-2005, 05:29 PM
incredible! how did you render the headlight? could you post some wires and shading networks?
12-20-2005, 05:53 PM
Once again amazing car you got there!
Thanks for your comments. I think I finished the Mustang. Later I'm going to create a scene with this car (after the messerschmitt). Here is the last update for the time being.
and a metallic effect.
And 2 more highres images
I just modeled the base headlight and two layer for the glass. The inner layer got a raytrace material with the bumbstructure and refractive properties (without reflections). The outer layer has a reflective material. That fakes a smooth glass object with "ripples" on the inner side.
12-24-2005, 02:33 AM
Stunning. This has to be the most beautiful game model I have ever seen... I wish I could drive it. :sad:
5 stars, man.
12-26-2005, 08:20 PM
Awesome work on that one. Great transition from references to the model.
Imo the interior material/texture could use a more synthetic structure...
12-28-2005, 02:39 AM
thx OriK, i'll give it a try!
hehe, and i'll have to compliment the road texture, it looks really neat.
as for creative critique i dont have much by now, i think your model is as clean as it can be with those gamespecs. The only thing i could think of i giving the top of the chairs a bit more detail as they will be seen in most angles.
12-28-2005, 04:15 PM
Flawless work, and thanks for the tut on the headlights.
12-28-2005, 04:15 PM
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