View Full Version : Murcielago
11-17-2006, 11:09 PM
This was originally going to be the base for the LP640, but since this project got pushed aside, and now im running out of time to get a portfolio together, I might just have to stick with it being the stock murcielago.
Currently just under 20k tris ( about 19,300 ). Just got to do the wing mirrors and then render.
11-17-2006, 11:15 PM
Looks good so far
11-17-2006, 11:18 PM
its looking pretty good though I do have 2 things to crit on. The first is very small, but the gapping between the tires and wheel wells seem to large. I think the car wouuld sit a little lower. The 2nd thing are your smoothing groups where the door jam meets the front fender. Looks a bit odd.
And just a photo that I based this off of -
11-17-2006, 11:32 PM
Gamedev: I think its sitting a bit high at the moment too but if you look at pics like this http://seriouswheels.com/pics-2000-2003/2001-Lamborghini-Murcielago-side-b.jpg its quite high, so I went with the blueprints. It might be the sidewall that is a bit lower than it should be. Also there are a few smoothing errors to clean up, thanks =)
11-18-2006, 01:32 AM
you're modelling 3ds Max, no? I'm interested to see where you will take the paint shader and render cause I myself am having a rough time getting a good result on my first vehicle. Looking forward to seeing progress :)
11-18-2006, 10:59 PM
This project is about 3 months old which just goes to show how I never finish projects, so I dont know where im going with the shader either lol
Probably just a standard mat with some reflections cos thats all i got in my skills box \o/
11-20-2006, 01:37 PM
Worked on most of the crits ive received.
Keep 'em coming!
Still got to make the wheels bigger, might remove more tris on the roof area and more in the wheels. Currently 16,604 tris.
11-20-2006, 04:30 PM
Are you doing any interior as well? Or will the windows be really heavily tinted and opaque?
11-20-2006, 07:33 PM
No interior. Tinted windows to preserve lazyness.
11-20-2006, 08:01 PM
Dude! Don't sell your work short!
Just a simple dashboard... 2 seats, and a steering wheel... and a low low poly driver with his hands on the wheel. They wouldnt even have to be detailed... keep the windows dark, but seeing the outlines of those things inside would totally sell this car.
Take it all the way man :)
11-23-2006, 01:36 PM
Looking great already, but take it up to a higher level by doing the driver and interiors, like Ancient-Pig suggested.
11-23-2006, 02:41 PM
okok, i have started creating a real basic interior, and shaved off a good few thousand tris! updates shortly =)
thanks for pushing me to stretch this further!
12-07-2006, 01:11 PM
Final model with wires, 13111 tris:
12-07-2006, 07:09 PM
its an european car, so put the steering weel on the left 0_o
why didnt you push me to work more, when i have given up something, im really upset *G*
12-07-2006, 10:07 PM
Paint shader! Paint shader! Haha. You going to try and render this beast?
what just caught my eye was a little detail at the air inlet in front of the rear wheels, the little body part covering the inlet and the part of the fender behind it have an edge as you can see in the photo.
this edge is missing in your model, it's just smooth shaded
12-09-2006, 11:29 AM
with good textures in 2048x resolution this will look perfect
12-30-2006, 03:09 PM
01-03-2007, 01:15 PM
More colours here:
01-03-2007, 09:52 PM
very nice!! i love them rims :thumbsup: one thing, make the mirror reflective! is there any chance i could see the texture flats?
01-03-2007, 10:20 PM
13000 polys for a car ? Is this for a games engine ? I suggest you learn normal maps.
01-04-2007, 03:57 AM
Chilli: correct me if I'm wrong, but I think that poly count is pretty normal for modern racing games. :shrug:
01-04-2007, 04:10 AM
the polycount is normal, the only thing that isnt normal is normal mapping a car like that.
01-04-2007, 04:10 AM
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