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DrAK
10-20-2006, 11:30 PM
Hey...

This is for the game "Motor World Online", which is a freeware game project that's currently in development. The game is basically a freeware remake of "Motor City Online", made mostly by fans who didn't like it that the server of Motor City Online were shut down.

I'm modelling some cars for this game, starting with this '98 Camaro Z-28.
My guidelines are that the car should be around 6000 - 7000 polies in total and have three textures (one 1024x1024 for the body, one 1024x1024 for stuff like the interior and a 512x512 for the wheels).
The bodytexture is almost finished, only the mirrors are remaining. I'm not all that satisfied with the rearlights, but they'll do. The interior isn't finished yet, there's still a chunk of the dash missing. Also it also still has to be textured.
The wheels are only temporary.

It's at 4100 tris right now for everything except wheels.

Anyways, here are some pics of what I have so far.

http://tinypic.com/42vd30x.jpg

http://img166.imageshack.us/img166/6618/mwocamteas2tr2.jpg

http://img141.imageshack.us/img141/4736/cam98texeb7.th.jpg (http://img141.imageshack.us/my.php?image=cam98texeb7.jpg) http://img155.imageshack.us/img155/5161/cam98wirejp4.th.jpg (http://img155.imageshack.us/my.php?image=cam98wirejp4.jpg)

So... some comments would be appreciated. :)

revelli
10-21-2006, 08:08 PM
very nice modelling
on texture: i think, that your headlight materials is taking too much place
im missing spec. map for it

IvanThaDriver
11-02-2006, 05:38 PM
Very nice work! :thumbsup:

Daniel
11-02-2006, 05:55 PM
looks nice, no crits from me :)

just some thoughts...
The way you textured the car looks a little outdated. Looks like the cars in Need for Speed 4 (or previous), yeah motor city style ;)

Hmm, the taillight is just mapped on the catr body, no exrtra polygone area like the head - turn light.

regards.

Ghostscape
11-02-2006, 08:15 PM
You need a spec map to keep the seams/panelling from catching the spec. It's ruining the illusion.

It looks really nice for a low polygon model except for this problem.

DrAK
11-04-2006, 12:00 PM
revelli:
Well, it's a bit big, yes, but as there won't be anythin else going on the body texture, why not leave it as big as it is instead of having more unused space?

Daniel:
What exactly do you mean by the texturing looking a bit outdated? The rearlight is done like that to save some polies and also because it gave me quite some weird smoothing problems when I modelled that in.

Ghostscape:
Yes, well... the game it's for won't most likely not support spec. maps, so I didn't render it with them. I will render it with spec maps on the final renders, though.


So... I did some fixing on the shape of the body (mainly the front), modelled some new wheels and so on.

http://s12.imagehosting.us/uploadpoint/imagehosting_upload_storage/nouser_1723/T0_-1_1723572.jpg


I'm glad you all think it looks nice. :)

IvanThaDriver
11-04-2006, 01:05 PM
Looks very nice. If your poly budget allows you something more, try adding more segments to wheels 'cause it's never enough to make them roundy.

DrAK
11-04-2006, 01:08 PM
Looks very nice. If your poly budget allows you something more, try adding more segments to wheels 'cause it's never enough to make them roundy.

My polybudget is almost full... just barely enough left to finish the interior.

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