View Full Version : Audi TT
03 March 2006, 07:16 PM
Made a lowpoly one for my portfolio(this will be textured as well)
currently it weighs at 2334 faces and 4280 triangles
The uvw will be 1024x1024
Here is a screenshot of the TT
03 March 2006, 01:50 AM
I dont usually like car models but wowza
03 March 2006, 02:37 AM
so far, so good, Dennis! One thing I'd like to know is if you're going to be modeling the interior for her, and also if you can post any wire shots. I look forward to seeing your texturing!
03 March 2006, 07:32 AM
Ill attach an image because my host decided to disconnect on me..
Here is the wire.
03 March 2006, 07:38 PM
K heres a start of the texture (this will be my first texture for a car so bare with me)
03 March 2006, 10:23 PM
looks decent so far. Can't think of any major crits until the whole thing is textured and in a proper lighting scenario.
03 March 2006, 08:52 PM
03 March 2006, 08:10 PM
these days usually cars in-game have interiors and some engine parts with double sided panels etc. the reason for this is that in-game when the car crashes etc they fall off, break and so on.. keep this in mind. this means increase of polys subsequently. i would say almost by 35%
03 March 2006, 08:26 PM
that would be good if it was intended for a game that does use damage systems.
Right now this project has got no game to go into since i dont know which game to use and how to compile etc
anyway right now ill just use this as show off material:/
03 March 2006, 05:24 PM
have you painted the specular inside the image texutre?
I would be ery carefull with the specular, since you can get nice specular shading from the engine there is no need to paint it inside the texure.
03 March 2006, 08:50 PM
yeah i gave it some lighting perhaps i overdid it:/
and i tried a raytrace material in the reflection slot and made some white planes and made them invisible for renders.But it did not give the effect i wanted.
Any better ideas ?
03 March 2006, 10:06 PM
little progress on the tires still in progress
03 March 2006, 09:53 PM
i love your tt
but i think, that the tire is very lowpoly, but wheels arent
03 March 2006, 11:32 PM
some slight progress..
03 March 2006, 12:42 PM
nice! are those cut lines (trunk, door etc) actualy drawn on the map, or did you just mapped a dark and bright pixel on a poly rows ? with the last method you could lower the tex resolution for the car witout lossing nice crisp edges\cut lines.
you could test dirve your car in any car games, like the old nedd for speed 4 oder www.racer.nl or or or.there are may games with open exporters. :)
03 March 2006, 01:14 PM
Yes all the lines are drawn on the uv.
When im done ill post the uv on here.
Right now i have a slight delay since my laptop was messed up this morning so ihad to reinstall everything.:(
03 March 2006, 06:35 PM
03 March 2006, 08:25 PM
I added some rows to the wheels since they were too blocky.
Im going to cut out some geometry for the lights and im adding a simple interior
Here is a wire for those who are interested
04 April 2006, 12:39 PM
Ok here they are they have been rendered by a friend of mine.
04 April 2006, 07:37 PM
here are some quick testrenders i made myself
they will be improved ofcourse
04 April 2006, 08:05 PM
Great job! You did the textures and m0del very well, I am intimidated by cars because of the texture work....I dont think I could do it. But yours looks simply beautiful, great work here!
04 April 2006, 08:28 PM
You just have to go through a lot of trial and error
this is also a first cartexturing project but yeah i must say its turning out better than i expected.
Thanks and expect some finished up renders soon
04 April 2006, 09:25 PM
04 April 2006, 07:54 AM
Any suggestions at this point?
I am going to optimise the mesh since ive drawn the bodylines now i dont need the segments anymore.
I am going to add licenceplates.
Could someone also tell me why the shadows are so soft when using GI with vray?
And how to fix that(i can't find it)
04 April 2006, 11:09 AM
some close up renders
04 April 2006, 11:25 AM
really great job there, Dennis. I think at this point, you might want to consider adding some wear and tear at the edges to make her a bit more realistic, maybe even add mud and dirt along the bottom. I'm curious though as to how you approached the shell texture. Did you just use a shader? or did you paint in PS?
04 April 2006, 11:48 AM
very nice, tyres are a little light though
04 April 2006, 11:48 AM
i combined a shader with the diffuse map
Otherwise you would never get such reflections.
And the reason why i dont use any dirt/wear is because i wanted to go for the new look.
And as you can see on the last image the wheelarches have small scratches on the outer edges.
They look odd and i should remove them
04 April 2006, 01:36 PM
I have no suggestions just praise :) I really like the tires, do you have a bump map or something on there, if not then it just makes it even better. Did you make the texture totally from photos? Or did you hand pant most of it?
Actually found one thing to crit...even tho its kind of late, the rearview mirror looks a little unatural to me just sticking into the side of the car. Maybe if you actually made it part of the main car mesh it would flow better. Its not a real big issue tho so if you dont change it its fine...I mean I might sue you if you dont but its not a real big issue.
04 April 2006, 01:43 PM
tires are painted not used any normalmapping on this project.
i used a picture for it and photoshopped it so it would fit (took me quite a while)
And the rearmirror hasnt been textured fully yet so thats why it looks stupid
i forgot about that:p
04 April 2006, 01:48 PM
I dont think the problem with the mirror is the untexturedness...I think its because its just kind of jammed into the side of the car, while everything else flows so nicely. Just looks kind of odd, I mean if the real car looks like that and I havent noticed then please tell me to shutup and I will humbly shutup :D
04 April 2006, 01:58 PM
the only error i see is that my pillar is a straight cylinder while the one on the actual car goes wider at the bottom:) and ofcourse the pillar is mounted on the door but if i do that itll cost more polies and it doesnt bother me that much as it is
04 April 2006, 02:14 PM
i'd suggest litening the dark panel lines, to about 1/2-3/4 black, they are just a tad too dark, if im correct i think on most cars the panels are overlapping (one panel continues under the other) making it completly black looks odd, and slightly blueprinty.
also the line under the front/side of the hood needs tidying up, looks like its had a crash and been fixed by a dodge garage.
other wise fantastic model. keep it tidy and shiney IMO
04 April 2006, 02:39 PM
i think its just your monitor(it might also be the render)
cause the lines have been made with darkish grey
also i see what you mean with the line ill see if i can eliminate that by fixing the uv.
thanks for the crits
04 April 2006, 02:54 PM
just checking some refs, and the panel lines are quite dark on the TT id still say lighten them a bit, and ive seen youve missed acouple of details on the texture, theres a badge (i think) in the corner of the wonky line and the door, and youve got no badges on the rear either.
04 April 2006, 02:59 PM
i know i need to make those still
need to model a few details because i mirrored the uvws i cant just paint them on.
But yeah thanks for pointing that out and i will fix those asap
04 April 2006, 03:08 PM
best thing to do is to duplicate the polys that they are on and extrude them a little way off the surface delete the edge polys and use an alpha'd texture on them (probably more efficient to create a little 128* texture for them rather than squeezing them into the main texture and adding an alpha to the whole thing.
04 April 2006, 03:10 PM
lol this turns out to be a chatroom instead of a forum:p
but yeah thats what i was planning to do:)
04 April 2006, 04:25 PM
I think it really looks great, clean work. I agree on removing the scratches and keeping it new :)
Great render setup btw, I'm going to try and replicate it for my Merc C Class thread.
Keep up the great work and can't wait to see your next project.
04 April 2006, 09:03 PM
*updates on first page*
04 April 2006, 05:44 AM
made sme new ones...
04 April 2006, 05:44 AM
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