View Full Version : Vehicle : 1975 Countach LP400 - Low Poly

01 January 2004, 10:58 PM

I recently started working on a low polygon 1975 Lamborghini Countach LP400, the aim was to keep it under 12k so it could be run in nfs4 while maximizing the detail.. i might have gone a bit overboard tho

Poycount : 10463 - polygons
Body: 7713
Wheels: 654

i've kept faithful to the original countach.... the only thing different is the rims off a 80's countach. the only thing that might be added is an interior.

enough talk....some pics

01 January 2004, 09:22 AM
Great overall flow in the model :thumbsup: Not many good looking 3D models of the Countach has ever been made, this is one of the few exceptions thats good.


The dent in the roof is actually a periscope for the rear view mirror.

Perhaps you could sharpen up the edges along the side of the car a bit too? (especially in the front)

What about making the "real" LP-400 wheels?

Now I want to make a Countach too...

01 January 2004, 09:38 AM
thanks alot for the feeback :)

real countach wheels... your right, consider the rest of the effort to be accurate there's really no excuse, the original wheels would look nicer two... the only reason for using them was to reduce the polycount since they were simpler....

and the periscope.....well.... i forgot to model it.:blush: (especially after staring at it for ages)

thanks for the points, gonna see about getting some of those parts fixed.

i just noticed i got the lights at the back the wrong size too.

01 January 2004, 11:00 AM
Edit: next post.

01 January 2004, 11:01 AM
Very good job making the car look like it is supposed to look. It seems a lot of people forget that the form (surface curvatures, etc) of the car is as or more important than the accuracy of the edges (blueprint lines).

On the other hand, you did an escelent job! Beautifully done!! (although you may want to check the sharpness of those edges..I think it looks hotter your way...but)

01 January 2004, 12:14 PM
thanks alot, the edges do need to be sharpened up, the original version had sharper edges except some of that was lost in attempting to make the car smoother looking.

the rendered version there, is the low poly version as i've said before, i originally made a higher poly version which i spent a several hours optimising to get the low poly version.

i've worked out a few of the flaws on the model, and added the periscope to the roof of the car, there's still a few others ive noticed now that i've been a way from the model a while, and have had a chance to crit my own work

lit edge model of the low poly version that i've rendered (be warned... the poly structure is strange after removing loads of polys)

since the aim of this model was to be used as a games model... here's a screenshot of it in nfs4 (with a convient graphics glitch that removed the hud)

here's the original poly structure before optimisation, i fairly methodical and try to get everything to fit a grid like pattern even if it can't, now that the low poly version is completed bar the interior and error correction, im going to work into getting a decent higher poly model than this one.

the front window is a mess, but is a place holder for the moment

an critique on my mesh work, or the renders would be helpful, one thing i'm bad at is rendering, so anything to help improve would be great :)

01 January 2004, 12:21 PM
For a rendered, high quality version, I would consider keeping the detailed underside. However, you will see the underside in-game rarely, if ever. That makes a lot of wasted polygons.

Good job anyways!

01 January 2004, 02:00 PM
ha ha ha, the 3d underside is a bit of an extravagance for a games model, luckily it's only 640polys but even so... it could be seen as wasteful, i may remove it if the interior model takes up more than im hoping for.... at least if you manage to flip the car there is something nice to look at.

i fixed most of errors on the car, which seemed to be focused at the rear, the lights have been scaled down slightly, and the backing textured, a severe oversight on my part.

i think this rendering looks better than the original, but im not sure.

01 January 2004, 03:07 PM
Really cool looking model indeed. Not something you see every day, and even more seldom in 3d art.
Dont know if its applicable to the certain model you have made, but have you considered adding a rear wing ?.

Still, great looking model :buttrock:

- BiowaX

01 January 2004, 03:53 PM
I would like to see it stay without the wing :) shows the flow of the nice original Countach shape as it was intended.

Only 2 teeny things, the air-intakes dont seem to have a rectangular front and end as the real one (un-tilt the intakes a bit?). Wouldnt it be quick to pull the mirror area a bit forward and the lower vertices down?

What about making a texture mapped a lowres version of the orignial wheels?

Very nice render on the burgundy version!

01 January 2004, 04:55 PM
@ BiowaX : thanks alot for the compliment :D

about the rear wing, well im not going to add it to the model, since the whole concept of Countach's with spoilers came about in the later lp400s and lp500s, there was also a major body upgrades done with flared wheel arches, and an extended front lip. the one i've made is the original countach we i find to be the purist of all the designs. i might modify the model to the later version when it's complete though

@ petterms :

thanks for the crit and pointing out some useful stuff, greatly appreciated.

intakes... gosh i hadnt noticed that, they need to slightly more angled downwards.. im notsure how hard that is, but needs to be rectified now that you mention it :D thanks for noticing that.

im not sure what you mean about the mirrors though, they'd be easy to move since they are a seperate part of the model, but if you mean moving them horizontally or vertically to the body, that should be simple, the only thing is, i've noticed that the mirror position changes on the differnt year models, the 75 for example lacked the rear indicators located at the back.

01 January 2004, 05:13 PM
Man, that looks so good! It's insane how much detail and so low poly.
I love the bottom.
Great job dude. :applause:

01 January 2004, 11:36 PM
Sorry, my bad for not writing "Rear mirror periscope", instead of just mirror. I ment the dent in the roof, pull it forward, and bottom vertecies down... the periscope should be taller in the front than in the rear.

01 January 2004, 04:26 AM
@ skb875 : thanks man :)

Originally posted by petterms
Sorry, my bad for not writing "Rear mirror periscope", instead of just mirror. I ment the dent in the roof, pull it forward, and bottom vertecies down... the periscope should be taller in the front than in the rear.

No worries, man your english is perfect, i understood what you meant but it wasnt really visible on the screen shot or on the render because of the low angle. the periscope is visible on the my new render with all the fixes suggested.

i also sharpened up the body lines of the car, so the edging on the sides is less smooth.

01 January 2004, 05:01 PM
new large render with the updated model and 70's style orange paint job.

pretty pleased with the outcome :D

01 January 2004, 05:08 PM
Wow, those renders are amazing!
...I got myself a new wallpaper ;)

02 February 2004, 09:18 AM
Hmm... I think you can sharpen the edges on the sides of the hood even more. Other than that, great stuff! :)

02 February 2004, 12:03 AM
is there a reason why the side panel doesn't curve under the car like in real countach.

Sothing subtle is missign from the curves, can't quite name it, could you post straight from top view.

History of countach in finnish, some images and good links on the botom:

good choise of a car - a definitely most radical supercar (even if it never was the best it was the most radical).
(the circles are not reltaed to this discussion)

Shows how the rear shoulder intakes are different from yours, sides are not straight and edges are really sharp.



02 February 2004, 03:04 AM
Definitely increase the polycount on the wingmorrors!

Other than that, looks fine. I think we should classify it as mid-poly though! :D

02 February 2004, 03:28 AM
@kerosene: i've noticed that too...its got to do with the fact i use 3 rows of polys to cut down the count,... made the car a bit flat, and i had to reduce the curve becuase it came out looking dodgy, actually ive changed so much from when i first posted that i left the thread in fear that it would become a w.i.p. Well all 3d is never really finished, but i found so many errors its unbelivable. i should probably add an extra row towards the bottom and bring the side in a bit more.

i think the current render posted is actually to wide, that's been corrected in the current one.

i aslo got rid of the cheap wheels i used on the model, and made the actual wheels used on the lp400, a whole lot nice looking in my opinion

other changes were made to reduce the sharpness on the rear, and get the lights more flush with the body, as well as the proper rear lights. I also corrected the periscope again, because it just didn't look right.

the wing mirrors have also been moved further up ther body so they are attached to the door, rather than to the front quarter panel.

theres a few more changes as well, i apologize for not posting a new render, i haven't had time recently and ive been fixing so many parts recently that im not sure wether its worth it or not.

@Skyraider3D: ive given the wing mirrors some thought, but i left them pretty blocky because when the camera is behind the car they end up as little blobs and you can't really tell how bad they look. they look okay on replays too. but they're definately something i'd want to increase later.... but to be honest at the moment they are pretty cheap and nasty looking.

02 February 2004, 03:37 AM
Wow...only 10000 polys!?.....Great Work.^_^!:thumbsup:

CGTalk Moderation
01 January 2006, 03:00 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.