PDA

View Full Version : Aston Martin V12


psyop63b
01-28-2003, 04:10 AM
This is a game model for a group of FullSail Game design students. It's an Aston Martin V12 Vanquish which I may later modify once I'm done making an accurate model. The poly limit I've been given to work with is about 500-700 roughly. This is designed to be a Boss character, one outfitted with weapons that you'll fight (like twisted metal black for instance) in your own car. Here's what I have so far. There's also a reference pic next to it, so you know what it's SUPPOSED to look like. :p

http://www.johnmacfarlane.net/forumdata/car1.jpg http://www.johnmacfarlane.net/forumdata/astonmartin_persp.jpg

psyop63b
01-28-2003, 02:37 PM
Here's some shots of the wireframe...

http://www.johnmacfarlane.net/forumdata/car2.jpg http://www.johnmacfarlane.net/forumdata/car3.jpg

DarkLight
01-28-2003, 09:37 PM
That's looking good. You seem to have got the shape of the car. The only problem that i can see is that the countour of the headlights doesn't match. The bonnet should be a little wider and the bump of the headlights should be a little narrower.

psyop63b
02-16-2003, 04:33 AM
Here's an update on this gaming car. I managed to hit the poly count exactly on the 700 mark. I fixed a number of problems with the basic shape of the car, and took care of several factors required to export it for the game engine. Thanks for pointing out a few things Darklight.

http://www.johnmacfarlane.net/forumdata/car5.jpg

JonM
02-16-2003, 01:12 PM
wow man, thats really good for only 700 polies

psyop63b
02-19-2003, 06:17 AM
Thanks for the compliment JonM. It wasn't too hard to model it in 700, but I've had to split some faces and take some out from other places in the car, and that is HARD!!! Anyway, I'm now entering the UV and texturing stage of the project. Got the tires done fairly quickly. Jumped the fence at the Aston-Martin dealership and grabbed some snapshots :wip:

http://www.johnmacfarlane.net/forumdata/car6.jpg

evildeli
02-19-2003, 06:30 AM
great way to get textures:D

Annuostivix
02-19-2003, 07:47 AM
hha, nice. Good work, cant wait to see the textures all finished up

Digital Kami
02-19-2003, 07:53 AM
lookin forward to this one... keep it up man :buttrock:

SpaceRabbit
02-19-2003, 05:32 PM
Depending on what engine/platform you are looking at creating content for, 700 is pretty dang low. Most consoles engines I've seen push vehicles around 1000-6000 depending on the importance of the vehicle and how many instances of it will be present in the FOV at one time. You may want to give yourself a higher budget, say around 2500 so you can create a model more representational of what studios are currently looking for/using.

Looks good though,

Indykun

psyop63b
02-20-2003, 01:16 AM
Thanks for the suggestion Indy. Just so there's no confusion, this wasn't being made for a console, it was being made for a group of game design students at FullSail in Florida. If I had to do it over again I might've built it that higher and reduced it to 700, but 700 was the number that they gave me to work with.

The game is an auto-style fighting game that is set within arenas. There can be up to 4 players, and the cars are outfitted with weapons meant to destroy each other. The cars were budgeted around 500-700 polys each. These weapons are supposed to be about 50 polys each (very low, I know), but they can probably have 4 or 5 of these weapons attached to each car.

I believe they're using renderware as their "engine"??? I'm not familiar with any of the techical details of the game engine.

thirty3baboons
02-20-2003, 07:36 PM
first post (yay!)

Nice bit of low poly modelling psyop63b.


I started one of these just after the last Bond came out. Lovely car.

I had no real reason for modelling it, so I made it into a bit of a low poly test. The complete model is 292 poly (triangular) with a 256 square map (and the wheels take up 170 of those polys - I like em round!).

Texture is barely started and has joins all over the place (I got bored). I might come back to finish it one day if I have a reason.

but I do have some good source files for textures if you need them.

http://mysite.freeserve.com/thirty3baboons/aston2_33baboons.jpg
http://mysite.freeserve.com/thirty3baboons/aston3_33baboons.jpg

psyop63b
02-24-2003, 02:07 PM
Well 33, I knew when I started this project that I wasn't the only one who would eventually make this car, but at least this isn't another Audi TT!!! Waaaay too many folks have built themselves one of those. Anyhow, yes, I do see that you have a lot of seams in your texture map, but that's pretty impressive for the poly count and texture size you're using.

I just finished the texture work on my car (at least as best as I can get it with all the other stuff I'm working on right now) and plan on posting it shortly.

psyop63b
02-24-2003, 03:36 PM
My car has now been fully textured and ready for insertion into the giz-ame. Modeling cars is fun though. Maybe I'll do another one some day :shrug: I'm ALSO posting some glory shots to the game design forum and the finished works forum

http://www.johnmacfarlane.net/forumdata/car7.jpg

CGTalk Moderation
01-14-2006, 07:00 AM
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.