View Full Version : Game art: Vehicle : Pagani Zonda
ssyed 05-07-2003, 01:23 AM Hi, i have recently been working on programming my own video game, but i took some time out from programming to make this model, it is one of my fav cars the Pagani Zonda C12-s
it is around the low 1000's polycount, i have not yet added headlights, this model is just for the 1st version, later cars will be around 5000 polygons and photoreal hopefully,
btw i'm only 14 and starting at this stuff just fiddle around read a few tutorials etc. not really formally educated
|
|
xynaria
05-07-2003, 01:49 AM
LOL I wondered how long it would be before a Zonda made its appearance here. and.......here it is.. well sort of..... if you're doing it low poly then your texturing would hopefully take care of a lot of it.... but at the moment it looks kinda messy which the Zonda itself doesn't. I'd forget about poly counts and try to get as accurate as you can then cut out any polys that aren't neccessary if need be rather than trying to keep low before you've got a grip on the form. The Zonda is quite an intricate shape and you'd probably have much more fun and learn more by really going for it and seeing how far you can take it.. you're young enough to be able to really play around without having to worry about how long you take. :)
ssyed
05-07-2003, 02:22 AM
hi, thank you for the reply, i know it's pretty messy, the first estimate was actually wrong it's much lower in poly count, i belive under 1000, anyways the first one was a little bit off in propotion in the top view now that i think of it, also this was modeled w/o blue prints cuz i couldn't find any. here is one that is w/ correct proportions
FrageNSTEIN
05-07-2003, 02:56 AM
It's ok, but I think it would look nicer if you tried to use your polys better. They seem... mushy. No low poly model will look photoreal, because you will never have enough polys to fake real-life, but use the polys you DO have to convey the shape of the car as accurately as possible.
Why don't you show us a wire, and also an untextured view that is NOT smooth... all faceted.
Drew
xynaria
05-07-2003, 04:46 AM
Ok .. here is the 'real thing'......look at how the shape is forming and how a lot of the front could be described in almost one clean plane..then look at where the main shape changes occur and how.. the rear is particularly subtle and complex and if you really want to tackle something so challenging, be prepared to take the time it will take. :)
BiTMAP
05-07-2003, 04:52 AM
they uhm... don't even look like the same car :S lol yours definatly needs more poly's and some work on the texture... however I must say its a GREAT start :D From thar you shouldn't have TOO much work to get it looking right.
ssyed
05-09-2003, 01:15 AM
Thank you all for the replies, i like the comments u give, i think the main part that needs work is the front right? to pull down the air hole in the front and the the sitting area is kind of messed up, this model won't be used in the final version, also what i meant by photo real wasn't "TOTALLY phot real" but basically in shape the same exact , all features modeled, u should check out a 350z on trubosquid, it's photorealistic almost and has 7500 polys, of course game engines cant render that well ..
i post a wire here:
kappa
05-09-2003, 04:04 AM
It look a little like its been microwaved...
Love the look of the original...
This is a job for Rhino...
ssyed
05-09-2003, 02:36 PM
that was a good one hehehe
Rhino? is that like good nurbs or something thats what i heard? :D
Looks horrid to me, but you have a really good start, keeping working on it.
ssyed
05-10-2003, 01:26 AM
i know, i'll admit is very horid hope fully i can learn from it how to do lowpoly cars, cuz this is my first, also i have done 1 high poly
car before check it out :
mclaren F1
hope 2 do the 2nd version high poly then lower it do wn w/ polychop (ihave max 3.1)
Pizza
05-10-2003, 02:59 AM
that poly chop seems to be chopping ur cars down to crap.. no offense. But that Zonda looks like it got into a few to many wrecks.. Why dont you just model it low poly.. youd have more control over how it will look when its finished rather then the poly choppin or what ever it is.
xynaria
05-10-2003, 04:00 AM
It doesn't matter whether you use 7000 polys or 700,000 polys if the shape you are making with them is not doing the job. Try doing a car you can get good blue prints of and then you might develop a sense of, if not accuracy, something a little closer. Check out some of the gaming sites with the car mods.. there's some brilliant examples on there of what can be done with a little. :)
ssyed
05-10-2003, 04:40 AM
i didn't use poly chop on the Zonda , i modeled it low poly from the start, but that was what i was planning 2 do inthe future, right now it looks like crap because... it is, i don't have blue prints and i don't have skillz :) i should try something easier, the curves of this model are 2 hard to capture period, and in low poly it's even harder
garyturner
05-10-2003, 09:28 AM
you have to progress
work and work is the only way ;)
jussing
05-10-2003, 09:51 AM
:thumbsup: Hey, when I was your age I was still messing around with checkered spheres in POV ray. This rocks in comparison!
You're doing great, and you're on the right track, you just need to be a little more comfortable with mesh modelling.
There are some car tuts out there (don't have the URLs, sorry, but Google or a CGTalk search will find them for you), that'll teach you how to build a good-looking car, vertex by vertex. Do one of those, and then go back and finish the Zonda, and I bet it'll kick ass.
Keep it up! :)
Cheers,
- Jonas
My suggestion if you are a beginner, start off small, that car looks very complex, try some more standard cars first.
victor throe
05-11-2003, 10:03 AM
yeah
volvos are low poly
ssyed
05-12-2003, 04:36 AM
thank you , i have learned i set my marks to high trying 2 do such a car with such curves and complexities, i have decided 2 do a murcielago instead,
as for the volvo.... i don't think i want to try something that won't fit in to my game, i'm pretty sure i can do a volvo anyways
CGTalk Moderation
01-15-2006, 02:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.