View Full Version : WIP shelby cobra
04-04-2007, 04:02 PM
Hey all, been working on this for a few days now. I hope to build a garage enviroment to go with it project gotham style. Anyway tell us what you think of it!
Its currently at 9312 tris i think i will aim around 15,000
04-04-2007, 07:04 PM
this is looking fantastic so far mate. one thing i would focus on is refining the silhouette by adding more segs to the curved areas like the wheel wells and fenders. the roll bar is super round, and the wheel wells look chunky in comparison. with some tweaking this will be looking awesome. also, maybe try to get rid of a bunch of those tris....it would make for a cleaner mesh that would tri strip better.
04-04-2007, 10:46 PM
thanks i will do that, just wondering which triangles should i get rid of? Do you mean the ones around the wheel arches because i thought that i was supposed to do them like that to keep the poly counts down? Or should i have edges coming from the wheel arches all the way across the body? Could somebody explain triangle stripping to me please :)
04-04-2007, 11:21 PM
Very nice work so far.
I gotta agree with ts_falcon. Also you've spent quite a few polys on the seats. Try and balance the body count with that. Smooth out the body curves more. It seems you've made the smaller details quite high poly whereas the bulk and actual important shape of the car is feeling less loved...
04-05-2007, 11:19 AM
Thanks mindrot, i forgot to say the seats arenít the actual ones i will be using in the end they are just place holders. In the past i have made the smaller details really low poly Iím really trying to find a balance. The large things like the headlights have 20 segments while the small lights and poles have around anything from 8 to 12 segments. What should i be looking at? or do you think that fine?
04-05-2007, 12:05 PM
Two things that pop into my head is that the hood seems segmented even though you have the geometry there to make it more smooth. It's especially aparent in the first image with the texture. The other thing is that you could try and shift a few of the loops on the trunk to ward the crurved areas so that you have a smoother silhouette. If you look behind the crashbar thing you see that the surface looks a bit angular and that could easily be fixed by taking a few loops and just shifting them closer to the rear. You won't have perfect squares anymore but it could be worth it since you'll get a smoother curve...
04-06-2007, 07:42 PM
You have a lot of polies in the lights which you could reduce and move them to the front intake and the wheels. Also the interior gauges look very dense and unless you are going for a detailed interior, then they could be reduced and moved. Some of the verts at the bottom of the windscreen could do with being moved up so that it is a bit smoother. At the moment its a bit angular and looks like 5/6 segments in the render instead of 10.
04-06-2007, 11:04 PM
thanks guys but im kind of confused with some of the comments now, it seems your still commenting about the first images? Or cant you tell the differnce? Are the second set of images better than the first ones or have i made it worse?:shrug:
UnsteadyTeddy you think i should put even more polys into the wheel arches? I thought they were getting a bit heavy, I think i will remove some of the edges of the dials to see how it looks and i will sort the windscreen im not really happy with that myself i might do that again.
04-06-2007, 11:58 PM
I did a quick paintover on the areas that I mentioned and added some more. I hope it's ok...
Also, when you save wireframe views, save them as gifs if possible. Sharper image ;)
Here's the paintover:
"Not sure how curved it is" means I think it looks as if you have the geometry there but not the acutal curvature but that might be me interpreting things wrong.
04-07-2007, 11:29 AM
thanks a lot urgaffel the paint over helped alot! Same wire put i have tried moving the edges to make it look better here is the textured version
please tell us if its better / worse
04-14-2007, 01:45 PM
I have a question to ask regarding texturing the thing. I was wondering how they textured cars for a game like project gotham.
The main bits im wondering about is the wheels and metal parts because unlike texturing anything else they seem to be one colour. How would the textures be painted is it just a grey colour applied to the wheels and then the rest is in the shader or something? The textures surely arent complex and i want to go for the brand new shiny look aswell. Then there is the windows i assume you wouldnt paint an actuall texture for them?
Would it be ok for me to just render it out with fancy shaders. I do know how to work far crys sanbox editors so i could put it in there but looking at the shaders they dont appear very advanced....
thanks a lot for your help im a bit stuck at this point
04-14-2007, 09:05 PM
I think the front end/grille area still needs some work, if you intend to create an accurate representation of the cobra. The current model has a fairly hard edge in the transition between the headlight and grille, which should be smoothed out.
This photo should show you what I mean: http://www.seriouswheels.com/pics-1960-1969/1964-Shelby-Cobra-green-fa-1280x960-lr.jpg
04-20-2007, 08:55 PM
thanks spex for the advice but the model i am making is differnt to the image you gave me. I have a model car and judging by that the front end of my model looks fairly accurate to me.
Anyway my friend has a really nice program called vue and he rendered my car with it and i have to say the results look awesome. Its just the look im going for but would it be considered cheating if i was to use this to make a render for my portfolio? i mean if i was able to put the car in project gotham then maybe i could get a simular result :eek: and i cant find any engine i can use that will get me anywhere near the quality of the shaders of those seen in pgr unless maybe i wait for crysis or ut2007...
04-20-2007, 09:23 PM
Must say its turned out very well but I am not sure about the portfolio issue. I guess you can have a beauty render and then a ingame/viewport shot next to it. I am not sure with cars because I have never worked on them or read that much about the topic. With my character's I will usually produce a beauty render with some photoshop presentation, wire, clay and then an in game/animation shots.
Definetly keep the render either way :)
04-21-2007, 02:11 AM
The car format in Need for Speed Most Wanted has been cracked. The game has real-time reflections, normal map support and a decent-looking environment to show off your car in. Perhaps you can use it for your portofolio renders. :shrug:
edit: I think Spex is right about the front end. Look up some Cobras on google and check it out for yourself. Generally, you should rely on photo reference, which is always accurate, more than on scale models, which may have been reproduced innacurately.
04-21-2007, 02:11 AM
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