View Full Version : Subaru Impreza WRC Game Model

12 December 2005, 04:55 PM
i just started a subaru impreza wrc (rally car). here is what i got so far (~2500 polies):

12 December 2005, 05:13 PM
Realy cool model, its a gr8 car. the only thing i can see is the 2 "holes" in the hood of the car, not sure if there ment to b air vents r not but they wouldnt seem to b very areodynamic, but if ur ref pictures r like that then all in good, they just look odd:shrug: plus near the roof scoop, theres no deffinition of were the roof starts and the front windscreen ends.unless is goin to b a texture that tell the difference. realy cool start any way man. keep it up:thumbsup:

12 December 2005, 05:18 PM
thanks AoB,

the two air holes are strange but they really look like this

12 December 2005, 05:21 PM
Looking like a solid start, but you got a lot of verts that'll need averaging out if you want this thing to reflect all nice. Otherwise a pretty clean start. You could probably ditch some rows here and there, but the resulting 2 to 1 fans can make reflects real nasty, some don't mind it, some do. Personally I always have to grit my teeth, and usually just go with a monster tri count hehe.

Cheers, keep it up :thumbsup:

12 December 2005, 05:27 PM
thanks augh i'll try to clean it up for the reflections.

here are the rims

12 December 2005, 05:58 AM
hey there! nice start.

i think you could add up alot more sides to the tires/wheels though.

12 December 2005, 08:43 AM
Definately add more sides to the tires. It would be a crime to have so many sides on the rims and not the tires themselves. Other than that I can't think of anything to crit. Good work.

12 December 2005, 02:12 PM
Umm, how would it? o_O

Modeling rims you got to work with the design really, and not go completely nuts on steps or with 4 corners to cover, you can easily blow double the polys you were after using originally just from splashing out on a chamfer or two, let alone adding either 1/3 or 1/2 again the tyre rotations, which are about the only options without throwing out the pretty neat geometry he has going there.

I thought they were about optimum really, but I guess it's up to Extase. Shame to mess with the efficiency though :/

Erm anyways, I like the rims, yeah.
Cheers o_o

12 December 2005, 04:52 PM
thanks guys,

here is an update still very wip and the interior is missing. i'm currently doing the spoiler and the back part. i'll make a normal map for the tires later so they look very planar now. polycount is ~9000

12 December 2005, 07:22 PM
and a smaller update:

12 December 2005, 06:00 AM
NICE! for a second i though it was like a toy car you were using for reference not the actual model lol

12 December 2005, 07:31 AM
you work very quick :D

looking good.

12 December 2005, 08:27 AM
pretty good for now, it's a jumpstart isnt'?

the model needs more iterations on meshsmooth, the front area looks to polygonal.

you might want to try a high res logo for this one, unless this is really your style, but i strongly suggest to alter your texture, the surface looks matte, increase your specular and shinyness, did you eyeball your model, i don't thinks it's on the right proportion.

well, that's all my crits. looking forward for improvements.

12 December 2005, 11:17 AM
hmm the model has no meshsmooth or subdivision modifiers applied it's a game model. my goal is 10000 polygons. meshsmooth would nearly double the amount of polies.

12 December 2005, 04:55 PM
yeah some sparco seats...:buttrock:. 10022 polies so far

12 December 2005, 07:29 PM
It looks really close to the real deal, and has good overall proportions. I suggest you split each edge along the wheelarch so you get twice as many vertecies defining the wheelarches, but only add a few more tris to the overall polycount:
| . | . | . |
| . | . | . |

| . .| . .| . .|
|\ ./|\ ./|\ ./|

So in this example, instead of 3 quads on the bottom (6 triangles), you will get 9 triangles, and twice the smoothness to the curve you can shape from the vertecies.

12 December 2005, 04:41 PM

i was bored so i played around with some render settings. i know the smoke looks more like fire. the car is burning down the streets :thumbsup:

12 December 2005, 08:45 PM
thanks for pointing that out petterms. you are right the arches could be smoother

so many views but only some replies cmon poeple give me some feedback

and a rear view:

12 December 2005, 01:22 PM
Looks pretty good.

I've modelled this car myself, so I was interested to see someone elses. Overall all, it's good, but there are certain parts of the mesh that maybe look a little 'wonky' - where the smooth curves and straight lines of a vehicle are not quite adhered to. These are small issues, but go a long way to making the overall look and feel seem correct.

I'd say your wheels are also slightly off. The internal spokes seem to come too far out - I think the very centre part should be more inside the wheel.

But overall, looking good.

12 December 2005, 04:09 PM
hey there that looks good:thumbsup: , i reakon you could save alot of polys though, particularly on the bonnet, doors and roof, that would mean you could come in under that 10k quota with the interoirdefinatly add those splits around the rims, they are the only jaggies that pop out at mo

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