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OriK
05-17-2006, 10:39 AM
Name: OriK
Genre: SciFi
Concept: rolling hovering super sportcoupé (aoc 2089)

My concept is a future vehicle with integrated wheels in the body. They are fixed in a movable ball bearing that can be rotated 90 degrees to activate the hover mode. The car is rolling on narrow wheels to reduce the friction.
In 2089 there will be built special roads with super flat and smooth surfaces which allow these vehicles to drive with very high speeds. In the case you want to leave those roads you can activate the hover mode. Therefor 4 supportive engines under the car lift it up so that the 4 mainengines can be rotated and activated in the air. After that action the supportive engines will be deactivated. The disadvantage of hovering is the higher consumption of energy. When rolling on the optimized roads the vehicle has a range of around 4000 kilometers. While hovering the vehicle has a range of only 800-1000 kilometers.
Because of the fixed wheels in the body you have no physical suspension. To compensate shocks the cockpit has been placed in a special fluid. This gel fluid absorbs normal shocks. But if you drive on classic roads this dampersystem decreases the max speed dramatically.
Another feature becomes the cockpit itself. You don't look through a windshield but a concave surface in front of the "pilot". In front of the vehicle a small camera is mounted. This camera projects the front view on the concave display.
On that display you can change the field of view as well. Just to increase the speed feeling, when 500 km/h are not enough :P . The advantage is what you see. You have a free view without an interfering dashboard or other panels. You can see the entire road and with the higher FOV more environment. Pretty save I think :D .

I've tested first designs in 3dsmax and I think this is the direction I'm going to go. The passenger cab is still missing.
http://www.orik.de/misc/TripleS_01.jpg

SHEPEIRO
05-17-2006, 11:29 AM
nice to see you join Orik, getting a I robot audi/ bugatti Veyron vibe here,

thought you might be interested in this comp:D

wanna see some sick styling on those wheels, and maybe some nice strip neon lighting (energy effecient) it looks electric, perhaps, the car could receive charge off the road surface:curious:

OriK
05-18-2006, 09:25 AM
I nearly completed the exterior. But I don't like the passenger cab yet. I will redesign it today and place two small engines in the two holes in the lower rear bumper for the propulsion while hovering. Polycount 3389 at the moment. 2600 should be enough for the bottom and the quite simple interior. I hope it's gonna be sexy :D .

http://www.orik.de/misc/TripleS_02.jpg

SHEPEIRO
05-18-2006, 09:29 AM
i think you need some geo to break up the side panels, maybe a cool door handle, or foot p[late or something, be carefull though, you dont want to spoil those lines though theyre, sweet as

OriK
05-18-2006, 09:34 AM
You're right. Had no time yet to fnish the side panel. I think today I can finish the entire exterior.

SHEPEIRO
05-18-2006, 10:06 AM
just thinking, those front inlayed panels could do with a nice mesh covering some "interesting bits" thinking of the type of mesh in the front intakes of murcheilargo (SP)

OriK
05-18-2006, 10:44 AM
Hehe, you're right again :) . These areas are a little bit challenging.

First try to break these empty areas. But doesn't match to the entire design.
http://www.orik.de/misc/TripleS_03.jpg

I think this is much better but not optimal yet (edited in PS).
http://www.orik.de/misc/TripleS_04.jpg

SHEPEIRO
05-18-2006, 10:56 AM
i think keep it as a mesh (same geom with alpha) and add some internal stuff behind it , the goe your adding there makes it a little over complicated

scrimski
05-18-2006, 11:13 AM
Hot stuff, good as usual, du Schlingel. Subscribed this thread.

Pyrotechnic
05-18-2006, 06:08 PM
I'm not sure about the side, they look pretty slick as they are. I don't know how you're getting in, but maybe add some outlines of a door?

OriK
05-19-2006, 09:35 AM
@Pyrotechnic
Structures like doorlines etc will be added with normalmaps. But I will still add some geodetails to the side skirts.

New update. Played around with the passenger cup a long time. I think this goes more to coupé than the first shape. 3666 tris atm.

http://www.orik.de/misc/TripleS_05.jpg

http://www.orik.de/misc/TripleS_06.jpg

When driving with high speed you need a stabilizer. So you have a well tried retractable spoiler :D .
http://www.orik.de/misc/TripleS_07.jpg

@SHEPEIRO
I tried to change the front inlayed panels but nothing was matching to the rest of the design. I still have the idea to make something with chrome elements. My last idea for those areas.

SHEPEIRO
05-19-2006, 10:19 AM
nice, heres a cool detail you can add.

in the futrure why bother use mirrors when cameras can give you full suround images

i think maybe six cameras, three front and back (middle and sides) for parking and over taking, and maybe two ring mirrors, could provide some real nice focus points also if you think about it now they could be tied in with th flow of the model.

OriK
05-19-2006, 10:57 AM
I already created some side mirrors. While building them I had the same idea with the surrounding cameras. And because you look at a display anyway you can see the different views without turning your head :) .

http://www.orik.de/misc/TripleS_08.jpg

SHEPEIRO
05-19-2006, 11:07 AM
mmm dont like those mirrors, makes it too carlike, and spiols those lines

what about making them more errr nubby, errrr i mean small, just big enough to house a small camera lens

lik ethis
http://i30.photobucket.com/albums/c346/Shepeiro/paintover.jpg

wybl
05-19-2006, 01:00 PM
very cool, i like the concept/design but i think the headlights are just too narrow, looks like they are just grooves for ventilation or something

how do you go about the materials (regarding reflections) btw?

OriK
05-19-2006, 01:08 PM
@SHEPEIRO
I totally agree. That's why the last renderings are without the mirrors ;) .
I can try the cameramirrorthing because there must be anything :) .

@wybl
I will place small powerfull LEDs inside the headlight (via normalmap). I think there is enough space for that. Otherwise I have to make it higher.

I'm just rendering with raytracereflection and hdri background.
But I think I will create my own reflectionmap and fake the hdr effect as shown in the rules section (because I don't know how to make my own hdri :p ). Just a sky with sun und surrounding (not to high) mountains. It's pretty neutral and easy to do. For the final model I will change to simple environment mapping.

SHEPEIRO
05-19-2006, 01:28 PM
LEDs thatll be cool, it hink thatll be fine for space, make sure they go under a plane of glass

OriK
05-19-2006, 01:32 PM
Yep, I will definitaly extrude ähm intrude :D the head-, taillights and cover with glass

OriK
05-19-2006, 10:55 PM
The side panel has been updated (not final). Tried some single chromeparts in the front as well. Later I will fake those elements via normalmap. As for the mirrors I did not find any acceptable results so I took the old mirrors again and made them smaller. Only big enough to place a lens inside.
http://www.orik.de/misc/TripleS_09.jpg


On the rear I only merged the two enginges together
http://www.orik.de/misc/TripleS_10.jpg


The change from rolling to hover mode is also done. Next you see the vehicle hovering with the 4 small auxiliary power units while the wheels/main engines rotate into flying position.
http://www.orik.de/misc/TripleS_11.jpg

And ready to fly away.
http://www.orik.de/misc/TripleS_12.jpg

4512 tris atm.

GregorCZ
05-20-2006, 01:13 AM
This looks so cool.
My only crit is to maybe make the umm rim/bit around the wheels smoother. They look a bit too edgey, but, I haven't read through this thread really, just looked at the pictures, so I am not sure if there is a reason for it being edgey. But good work :D

DevilHacker
05-20-2006, 04:16 AM
Wow. Looking sweet, I am really liking that orange paint job!
Poly Count is also looking good …

Very nice entry so far.
-Daren Loney

Spex84
05-20-2006, 06:34 PM
The massive chrome exhaust is bothering me...it seems too chunky to match the sleekness of this car. The mirrors are cool, but a little awkward. Maybe they could be less wide where they fair into the body...so more of a tear-drop shape.
This car is absolutely awesome-I particularly love the shape of the front fenders and the swooping passenger cab.
Rather than chrome, what about a sligthly subtler material? Aluminum, or maybe carbon fibre?

OriK
05-22-2006, 09:59 AM
Thanks for the crits. Unfortunately I could not read the comments the last days because I have no private internetacces. I already unwrapped the car but I think such small changes are no problem. I look what I can still do.
Here are some new updates though. I Added the cockpit and made some changes in the rear. I also filled the lights with details. Had enough polys to add geometry for the LEDs.
I still figured out that normalmaps and strong reflections causes jittering artfacts on sharp details. For example I had to render these images at 1600 and resize to 800. Please ignor the wheels. I just tested around with design and materials and I'm not finish with them.

http://www.orik.de/misc/TripleS_13.jpg

http://www.orik.de/misc/TripleS_14.jpg
Because the rear wing is retractable those line had to be drawn along the edges. But it's only extremely visible from the top view.

http://www.orik.de/misc/TripleS_15.jpg
I also redesigned the rear engines which are not visible atm because they are not textured yet. I will still add some details to the rear.

The only "non-gamecompatible" effect in the renderings is the raytraced shadow from a targetlight. But lighting and reflections are just maps.

And some max screenshots
http://www.orik.de/misc/TripleS_16.jpg

http://www.orik.de/misc/TripleS_17.jpg

Current tris 5991.

SHEPEIRO
05-22-2006, 10:12 AM
looking good there,

jittering artefacts?

ive never had that, try changing your AA settings or maybe super sampling settings

OriK
05-22-2006, 10:41 AM
When rendering with raytraced materials I can avoid that with just activating AA in the raytracer menu. But when using environmentmaps (especially hdri) in combination with normalmaps I get this result.
http://www.orik.de/misc/jittering.jpg
And this is a pretty small normalmap detail. When making larger elements it looks really sick.

SHEPEIRO
05-22-2006, 10:48 AM
maybe its the maps filter settings in the material!

how about trying to setup a direct x view port material

OriK
05-22-2006, 11:03 AM
I would like to use a use a dx9 material. But I don't know a shader which supports normalmaps, specular and environmentmaps in one. And unfortunately I'm not a fx coder.

SHEPEIRO
05-22-2006, 11:08 AM
well the standard Metal bump shader which is in one of the pulldown menus of the directxshader section of the material, supports all of those features (not sure about hdri though. the only problem is that the reflections are more like a filter than addition to the surface :-(

OriK
05-22-2006, 04:30 PM
Hmm, often seen this DirectX manager but never used. Ever used the DX9 Material. Thanks a lot. I think it's good enough to present the car as realtime/gameobject with all its maps.
HDR images don't work btw.

OriK
05-23-2006, 09:30 AM
It was necessary to redesign the rear. I think it's much better now. This time with a rear diffuser.
http://www.orik.de/misc/TripleS_20.jpg

http://www.orik.de/misc/TripleS_21.jpg

http://www.orik.de/misc/TripleS_22.jpg
5990 tris atm.

SHEPEIRO
05-23-2006, 10:59 AM
thats nice man. very nice.

Supervlieg
05-23-2006, 10:07 PM
Wow, thats one sexy vehicle! Looks really kickass. No crits on the design. I like the redesigned back. I dont know if you will go for the silver rims, I like the orange ones that fitted with the color of the body more. The silver ones kinda break up the flow of the body.

On that note, if you plan to keep the rolling mode, you might wanna make some extra space to allow some shockbreaker related movement of the wheels.

Are you sure youre polycount is in triangles and not quads? Those bevelled edges tend to eat up polygons like there is no tomorrow!

Anyway, rock on!

DevilHacker
05-23-2006, 10:24 PM
It’s looking really sweet.
I am really liking the redesign on the back.
I will go ahead and set up the submissions thread in case you decide to finish early.
:thumbsup:

Gamedev
05-24-2006, 01:44 AM
Its looking really really good. Glad to see you're using every last poly. Are you still getting jaggies w/ your normal maps? Did you make sure to enable a global supersampler when rendering out your normal maps (under render to texture > projection options > filtering options)?

Best of luck!

-Tyler

Dark3D
05-24-2006, 06:00 AM
Thats pretty awesome. How did your max screen shot have shadows and spec, is that a new feature in max 8? like high quality shaded in maya? Anyway. I hope my car is any competition...yours looks hard to beat. :scream:

wybl
05-24-2006, 09:21 AM
Thats pretty awesome. How did your max screen shot have shadows and spec, is that a new feature in max 8? like high quality shaded in maya? Anyway. I hope my car is any competition...yours looks hard to beat. :scream:

You can have GI in viewport by baking the light onto texture ;)

Nice car indeed, looks hard to beat indeed, by anyone...

OriK
05-29-2006, 09:43 AM
@GameDev
The normalmap has no artefacts but I had to enable the global supersampler in the render dialog when rendering the images. Thanks for the hint. Looks much better now.

The final texure is almost done. Need to add some more details to the cockpit and the underbody. This time no lightsources were used.
http://www.orik.de/misc/TripleS_24.jpg

http://www.orik.de/misc/TripleS_25.jpg

http://www.orik.de/misc/TripleS_26.jpg

http://www.orik.de/misc/TripleS_27.jpg

http://www.orik.de/misc/TripleS_29.jpg

http://www.orik.de/misc/TripleS_30.jpg

wybl
05-29-2006, 10:26 AM
OMFG that is just amazing. The texture improved the vehicle a great deal. How did you do the glow? I have similar glowing things on my vehicle but they don't look as cool as yours :twisted:

Pyrotechnic
05-29-2006, 12:47 PM
Whoa! That's amazing!

HellBoy
05-29-2006, 01:29 PM
Holy f**k, that is so cool

well done

NRG-Alpha
05-29-2006, 02:21 PM
Looking fantastic Orik! I like the shaders you have on it. Stay with that one :thumbsup:
I am going to assume that the glows are baked into the unwrapped textures a la lightmap? (since rendered post effects is not allowed from my understanding). In either case, I think it looks great man.

Cheers,

NRG

Azeiku
05-29-2006, 06:11 PM
I agree with everyone. It looks great... This new texture job is far better than the orange. With the orange it looked like people had a chance. Now, there is no chance. Between your vehicle and NRG_Alpha's... there's no hope for us newbs. ;-)

Thanks guys for your entries... now I know I don't have to spend any more time on mine.. LOL. ;-)

Seriously though.. between yours and NRG_Alpha's.. It'll be a coin flip.

-Azeiku

DevilHacker
05-29-2006, 08:04 PM
O... My...
WOW!
:eek:

----------------------------------
Very well done.
The newest renders look amazing.

DevilHacker
05-29-2006, 08:30 PM
Thanks guys for your entries... now I know I don't have to spend any more time on mine.. LOL. ;-)
-AzeikuRemember that this challenge is not about winning (per-say) but improving you skills, and adding pieces to your portfolio. It would be a loss to the overall community if you quit because you think your entry is not “good enough” or “creative enough”…
Just my 2 cents.
:D
Sorry to hijack the thread here for an moment Orik

SHEPEIRO
05-30-2006, 03:25 PM
nice one Orik, that meets all the requirements then some.

DrFx
05-30-2006, 05:25 PM
Wow, man, this is really looking sexy... and shiny! Super!!! :thumbsup:

scrimski
05-30-2006, 05:32 PM
Mann Orik,kaum schau ich mal ein paar Tage nicht hin, greifst du hier allertiefst in die Trickkiste.

Great stuff.

MVP
05-31-2006, 02:23 PM
That small plumpf sound you just heard wa sthe sound of me throwing in the towel!!

Have you actually drawn the neon lights with feathering around them to make it look like they are glowing, or is there some kind of luminosity on that map??

Excellent!

Pdude2K5
06-02-2006, 01:31 PM
Definatly looking good there mate:thumbsup:, But as someone stated I dont think they allow post
effects...and from how it looks your using them...
If you have Farcry, Doom3, Battlefield 2 or FEAR you can try and put it in there.
I personaly have experiance in BF2 and Farcry's editor...
I think we all would like to see how your shiny car would look within a game:buttrock:.



-Pdude

JTD
06-02-2006, 06:41 PM
Extremely beautiful. Perfect definition of shiny and sexy!

Stefan-Morrell
06-05-2006, 09:34 AM
that's a wickedly impressive design,the use of color & reflection is awesome

well done!!:thumbsup:

Ghostscape
06-06-2006, 04:53 PM
This is looking great! If you don't mind me asking, what are you using for the glows? I haven't found any viewport shaders with realtime glows like that.

OriK
06-07-2006, 11:05 AM
I was quite busy the last days and I have no private internetacces. That's why I could not reply.
First thanks to all. I'm pleased to see that you like the design and the new colorsheme.
Because of the less time I had I could not finish the interior and I won't make it the last two days.
Regarding the reflection I put the specular map into the specularcolor slot (3dsmax). This has 2 side effects. First the specularmap controls the strength of the reflection and secondly the map can change the color of the reflection as well. I used a specularmap with a yellow tint on the lower areas.
http://www.orik.de/misc/TripleS_Spec.jpg
In this case you have a clear reflection and specularlight on upper areas. So you can create pretty cool carpaints without using special shaders.
The glow on the rendered images is a post effect. But I already added the glow to the texture (via PS outer glow) and I get the same look. For the images I created a glowmask for a blendmaterial. One material has the ID 1. I have activated this ID in the "Environment and Effects > Lens Effects > Glow" dialog.

@Pdude2K5
I think I will put this car in a racing game. Not sure about which game but I let you know.

I rendered a short movie over night. But it was rendered with the post glow again :scream:. In the submission thread I will post the textured glow of course.
Download (http://www.megaupload.com/de/?d=CFCXPDBK)

Edit:
@Ghostscape
For realtime glows try the "HammerTime" shader from 3dsmax.

Azeiku
06-07-2006, 04:03 PM
I was quite busy the last days and I have no private internetacces. That's why I could not reply.
First thanks to all. I'm pleased to see that you like the design and the new colorsheme.
Because of the less time I had I could not finish the interior and I won't make it the last two days.
Regarding the reflection I put the specular map into the specularcolor slot (3dsmax). This has 2 side effects. First the specularmap controls the strength of the reflection and secondly the map can change the color of the reflection as well. I used a specularmap with a yellow tint on the lower areas.

In this case you have a clear reflection and specularlight on upper areas. So you can create pretty cool carpaints without using special shaders.
The glow on the rendered images is a post effect. But I already added the glow to the texture (via PS outer glow) and I get the same look. For the images I created a glowmask for a blendmaterial. One material has the ID 1. I have activated this ID in the "Environment and Effects > Lens Effects > Glow" dialog.

Wow... that looks great! My only crit would be that the scoops right in front of the rear wing look kind of funny. Maybe it's just on the texture map? I circled the part that looks kind of strange to me. I love it over all but that would be the area that bugs me the most if I said anything bugged me.

http://i5.tinypic.com/120nksy.jpg

I love it though! Great work!!
Azeiku

DevilHacker
06-08-2006, 11:25 PM
It looks sweet man. Textures look slick.
Cant wait to see this one in the submissions thread!
:deal: (http://forums.cgsociety.org/showthread.php?t=363238)

yeyeman9
06-09-2006, 04:31 AM
That is awesome dude!! You should get it made...I mean, I want one! Lol.

MVP
06-09-2006, 02:28 PM
Thats fantastic - well done to you sir! :buttrock:

Pray tell what is the little image in the bottom left corner for? Looks like a rear view mirror image!

PS: But can it go under water?!!:D

zen
06-09-2006, 05:11 PM
looks very sweet yes. :D

I have one question/critique though,
In the normal map you have only half the car. You cannot flip/symmetrize UVs on a normal map, as this also flips the normals and screws up the lighting. When working with normal maps, you should be working with mostly unique UV space.
Unless you are working with an engin that can recognize symetrized UVs, and invert the R and G channels in that area... But i havnt seen one of those.
You can see on the bottom side of the car that the lighting is indeed flipped on one side.

Anyways. minor detail for this comp.
Your model is awesome, good luck!

NRG-Alpha
06-10-2006, 01:18 AM
Hey Orik. Your entry looks great, man! Kudos on that!
The design is very fitting to what this contest calls for.

I do have to agree with Nic's comment about flipped/overlapping UVs. I made this mistake when I was first learning about normal mapping. I was unwrapping an L-Shaped table, and made the table surface overlap itself. Needless to say, Unreal didn't like this. The result was mirrored lighting (never a good thing). But for the sake of this contest, I think you did a great job! :thumbsup: I really like the final shaders you used. And the glows are very nice too! Best of luck with it all. Although I am currently in your rear-view, I'll see you at the finish line!

Cheers,

NRG

_dan_
06-12-2006, 10:03 AM
heya Orik - very well executed project - nice and clear presented


cheers / dan

OriK
06-12-2006, 06:54 PM
Sorry for the rare replies again :). I just ordered an inetconnection which allows a better communication (worked fine without for 3 years but it's time to change something now :) ).
I have tested the normalmap with different shaders and sometimes it works and sometimes not, hmm. The underbody looks really wrong but the upper body looks fine. Don't ask why. Maybe the normalbumb material in max makes something wrong/right :D . But I try to avoid flipped normal maps too.

@MVP
Thats the "specular-reflective" part for the driver display. Looks pretty nice in motion.

@Azeiku
What you marked is an air intake for the rear engines. I should add more depth to the normalmap to let it look more like an air intake :D .

Once again, thanks to all. It was a nice challenge. Although I have many concepts on paper it was the first concept car I realized in 3d.

OriK
06-12-2006, 06:54 PM
double post - deleted

TheWinterLord
06-15-2006, 11:08 PM
Hey your vehicle looks really impressive, I think a internet connection at home will be a great help. keep up the good and cool work in the future!

Fernando Lucas
06-22-2006, 10:22 AM
http://forums.cgsociety.org/showthread.php?t=234544

if I work with 3d...

FreakyDude
06-27-2006, 09:01 AM
It's a cool vehicle, but to be honest, it seems only usefull as a floating/hovering/flying vehicle, and in that case the twisted wheels are just redundant.
There is a reason wheels have to touch the ground in real life you know. There is a reason there is a space between wheels and framework. Wheels are not a solid object, nor does a frame (with dampers) behave as a solid object.
And that's not going to be changing in the future.

slice56
06-30-2006, 12:25 AM
there are engines that handle the flipping of UVs for normal mapping. i think its just a costly calculation, thats the problem as to why you dont see many ppl doing it. I think doom3 did it :rolleyes: with their characters...

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