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Sharky
03-02-2008, 08:44 AM
I am trying to model a "Flash Mc Queen - like" car to interact and customize it in real time (paint it on modify the stockers for instance) on a stereoscopic display. I bought a little metal replica of Flash and have tried to model it. Feel free to give your crits to make the model look better.

Sharky
03-03-2008, 12:45 AM
here is an update (wheels and stuff under the car) ...

Sharky
03-03-2008, 11:02 PM
update ... next steps : tweak the meshsmooth & unwrap !!!
http://www.3dvf.com/forum/mesimages/7403/test3.jpg

Sharky
03-04-2008, 09:35 AM
http://www.3dvf.com/forum/mesimages/7403/test4.jpghere is a problem of smoothing I can't solve ! You can see the problem in the corner ... I would like to bevel the sharp edges but the problem is still here when I bevel ... Someone knows how I must do ?

KG3D
03-04-2008, 10:08 AM
First of all, i want to say good job :thumbsup: it's looking really nice. Ummm i'm going to assume you're using 3ds Max. I've had the same problems and this is how I solved them.

http://i2.photobucket.com/albums/y11/gunslinger37/test5.jpg


Make sure you dont have multiple vertices here.


http://i2.photobucket.com/albums/y11/gunslinger37/test6.jpg

Try chamfering the edges here (sometimes it helps make the edges sharper), make sure you weld the corner so it won't make an extra triangle.

Hope that helps and good luck :D

Sharky
03-04-2008, 10:43 PM
Thanks for the trick but no way to solve this smotthing issue ! my vertex seems to be too near one from another and problem subsists even with your method :'(.


I smoothed everything together for the back (no image by now ... more to come) and finished some tweaking ... I detached every element as in the metal replica to unmount the virtual object and paint on the metal part only.

http://www.3dvf.com/forum/mesimages/7403/test7.jpg

For the moment iis both sided material but I would like to model the complete elements (interior of the metal element and attachment of the 3 windows to make only one plastic semi transparent element)

8bit_Mind
03-05-2008, 09:08 AM
cool model ! reminds me of my hot wheels collections that i used to have.

tjlenz
03-05-2008, 07:33 PM
Why are you using mesh smooth for a game assests?

Sharky
03-05-2008, 08:35 PM
It is not for game asssets, it is for virtual reality application with stereoscopic display (but no forum dedicated to :D). I need the best mesh to feel the volumes in stereo. The application will be based on this model (<100 000 faces) and a little environment which will be <200 000 faces I hope. Everything will be implemented on Quadro FX4600, so I can have at least 30 fps without any problem ... to be continued ;)

tjlenz
03-06-2008, 12:00 AM
You do realize that this is a post in a WIP/Critique: Game Art Design forum? Maybe it would be better to put it in a different forum.

Sharky
03-06-2008, 08:26 AM
Virtual reality application are based on game engines and produces real time 3D ... I thought it was the best forum where I should post.
I agree it is not the best mesh to use in a video game (even if number of faces on object are increasing with "next gen") but it is the best way to have a realistic feeling in a stereoscopic display.
Moreover I will put realtime shaders to do dual tone car paint and environnement reflection, maybe HDRI, and implement realtime painting on the metal part of the car ... I may permit to apply stickers in realtime too.
I will try to post more about that as soon as my unwrapping will be OK and when my shaders will be programmed (I am developper in my real life ;) ... and do CG for fun at home)

8bit_Mind
03-06-2008, 09:12 AM
i agree with sharky, plus this:

If you import a car model from the crashday race game, you'll see that some smashable areas uses meshsmotth.

new2LW
03-07-2008, 12:31 PM
kg37 has the right idea but the bevel needs to "star out" in all directions, and it all has to come together into a corner with proper polygon flow...and it can not come in to a single point.

Also, Don't use weight maps to control the mesh smooth for car modeling. Especially if you're going to bevel out some edges, weight maps and beveled edges conflict unless you are very careful.

-edit-Also, is there a reason for that edge that is behind the tail light area that continues down behind the bumper and under the car? If there's no specific reason for it, I'd get rid of that edge. Is the problem vertex weighted, while the next vertex over on the edge I'm talking about not weighted?? This could lead to a sharp curve from one weight to the next considering that edge is so close.

Sharky
03-15-2008, 10:01 PM
http://www.3dvf.com/forum/mesimages/7403/test14.jpg
http://www.3dvf.com/forum/mesimages/7403/test15.jpg
Little updates .. Unwrapping done on the car, and a little environment is in progress (Casa Della Tires of Luigi !)
No smoothing applied on these images and the render is done with 3DS max (with only a skylight) --> render which should be applied with lightmap in the final release
Comments & crits welcome

Sharky
03-18-2008, 08:30 AM
Little update ...
http://www.3dvf.com/forum/mesimages/7403/test21.jpg
the luigi's casa della tires has got more or less 27 000 faces (~15 000 for Flash Mac Queen) ...

Need your advise : what to model now ? Mack or the Luxo lamp to illuminate the scene ? (I won't have time to model both)

Sharky
03-18-2008, 11:00 PM
No reply... So I modeled Luxo Jr :p ... hope you like it
http://www.3dvf.com/forum/mesimages/7403/test22.jpg
less than 25000 faces for the lamp ... and a total polycount at ~ 70 000 faces (car + luigi's casa della tires + luxo Jr)

Sharky
03-19-2008, 09:04 AM
Some little updates on the lamp & quick integration of car & luigi's casa della tires
http://www.3dvf.com/forum/mesimages/7403/test23.jpg
http://www.3dvf.com/forum/mesimages/7403/test24.jpg

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