View Full Version : Vehicle fun
12-17-2006, 06:09 PM
Hey all, I thought I'd give car modeling a go so here's 2 hours worth of modeling:
A cookie to the one who first identifies the make and model ;)
It's sitting at about 2000 polygons as it is now. I was thinking of having around 10k or so for the whole thing including interior. Any thoughts on the polycount? I can't remember how much for example Project Gotham 3 had but I know it was 10s of thousands I think. Will post more images as I progress...
12-17-2006, 06:31 PM
Ferrari 360. :p
I'm no hard surface expert, but that's looking pretty clean so far, and you've obviously got the shape down pat so far. :)
12-17-2006, 07:12 PM
Looks good so far, just needs some optimization, and some shapes, I think, are wrong.
So heres a paintover.
1. Ok to start, I would remove at least 2 of those loops on the hood except for at the bottom since as you have it right now they arent doing to much, except at the ends. This isnt as big of a deal if you are going with 10k because then you could just leave them in for the ends of the hood. If that makes sense. Now for that curved line, its kind of exaggerated...but the hood curves up on the 360 (if it was guessed right), and yours goes straight acroos, with a slight lump in the middle. I dont know if that is the angle of the screen grab or what, either way I think it could use more of a lump in the middle of the hood.
Also on the wheel well part, make sure you keep the topology of those curves. Towards the front of the wheel it seems to go straight and then curves...and it caught my eye.
2. You could probably get away without some of those tris in there. I would wanna look into that, cant really see too much but just a thought.
3. Those 3 loops are just perfectly flat...once again, from what I can see...get them to curve!
That is just my 2 cents, just keep the topology as smooth as possible. Especially around the wheel well.
Lookin forward to more :)
12-17-2006, 09:54 PM
Thanks a bunch for the overpaint Monkey, it really helps. I tried to incorporate the stuff you mentioned in this update (and some general tweaking and modeling of course).
About 2 or 3 more hours, about 4000 tris in total.
12-18-2006, 05:31 AM
the smoothing groups are ok for blocking, but you should go ahead and start chamfering those edges. Also you have a star pole or 2 on the loop around the headlight.
12-18-2006, 05:44 AM
Wow dude much better! Only thing that stuck out to me is the wheel well (upper part) once again. Those three loops coming from the center of the headlights, I would say get rid of at least one of them. If I am being dumb because I'm not too used to working on next gen stuff...let me know. But I wouldnt waste polys if I didnt have to. So I would say leave the ends at the headlight as they are adding nice curves but, it doesnt seem they do too much to the actual wheel well.
Oh yeah I would also have to recommend making the second loop outside the end of the front wheel well...flow like the second loop on the back wheel well. If that makes sense...if not (which I'm afraid it might not) I can just do another paintover.
Other then that it is looking awsome...makes me wanna make a car now.
12-28-2006, 08:08 PM
Sorry for the absence, I blame christmas etc :) Anyway, time for an update!
Here we are at some 15 hours or so I think. I've kind of lost track of time now, all I know is it's somewhere between 12 and 15. Probably closer to 12 but I really have no idea :D
It's a bunch of screenshots from inside max with the directx shaders that come with it (metallicflakes.fx to be precise).
Here's a wire:
And a bigger wire image (http://www.urgaffel.com/images/wip/f360_005.gif)
I hope I'm making the original car justice :)
*edit* Forgot to mention that I've updated my portfolio: http://www.urgaffel.com/portfolio
12-28-2006, 11:24 PM
you have the shape alright only thing is it appears you have dents in the car, i think this is either down to the positioning of some of your edges or maybe you need to sort out your edge softness / hardness (smoothing groups) it could be that some of your verts go inwards slightly try moving them around and see how the reflections appear
12-29-2006, 11:40 AM
Yeah the smoothing is the only thing that puts me off this model.
The mesh looks nice though.
12-30-2006, 10:03 PM
Thanks for the pointers fellas, I tried to smooth the mesh out and I worked on the headlights and some general tweaking. Here we go...
12-31-2006, 12:16 AM
Looking good. Nice and accurate, clean mesh :)
I think you could add a thin bevel to those thin, hard, rounded edges to help with their smoothing/lighting definition (the ones that surround the flattish back of the car and above the front bumper). They're probably too big and obvious for it to be done with smoothing groups but it's looking kind of... bubble-like just now.
Sort of like this;
01-01-2007, 10:58 AM
Thanks for the pointer Archangel, I did have most of those edges chamfered but they were too far apart to get that nice sharp highlight. I've done some more work and I'll post an update soonish :) Started working on the interior too now. That's going to be a mission and a half...
Updates to come!
01-01-2007, 05:26 PM
As promised, update! 18 613 tris so far :)
01-01-2007, 06:37 PM
It is looking better and better man;)
keep at it:D
04-14-2007, 09:17 AM
Finally got around to updating the Ferrari :)
More images here:
04-17-2007, 11:53 PM
Looking really good Urg! I'm enjoying each iteration more and more.
Just keep tweaking the verts. Some are still a tiny bit off but with each update it gets better!
04-19-2007, 08:46 AM
Thanks boogie man :)
Here's an update on the car, some more verts tweaked:
Click me for rear view (http://www.urgaffel.com/images/wip/f360_010.jpg) and click me for wires (http://www.urgaffel.com/images/wip/f360_011.gif)
Added engine and tweaked the body a lot, let me know what y'all think. The horse is normal mapped but it won't show up properly in the viewport so I'm using the low res version for screens :)
04-19-2007, 08:46 AM
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