Wow. Looking sweet, I am really liking that orange paint job!
Poly Count is also looking good
Very nice entry so far.
-Daren Loney
Wow. Looking sweet, I am really liking that orange paint job!
Poly Count is also looking good
Very nice entry so far.
-Daren Loney
The massive chrome exhaust is bothering me…it seems too chunky to match the sleekness of this car. The mirrors are cool, but a little awkward. Maybe they could be less wide where they fair into the body…so more of a tear-drop shape.
This car is absolutely awesome-I particularly love the shape of the front fenders and the swooping passenger cab.
Rather than chrome, what about a sligthly subtler material? Aluminum, or maybe carbon fibre?
Thanks for the crits. Unfortunately I could not read the comments the last days because I have no private internetacces. I already unwrapped the car but I think such small changes are no problem. I look what I can still do.
Here are some new updates though. I Added the cockpit and made some changes in the rear. I also filled the lights with details. Had enough polys to add geometry for the LEDs.
I still figured out that normalmaps and strong reflections causes jittering artfacts on sharp details. For example I had to render these images at 1600 and resize to 800. Please ignor the wheels. I just tested around with design and materials and I’m not finish with them.
[img]http://www.orik.de/misc/TripleS_13.jpg[/img]
[img]http://www.orik.de/misc/TripleS_14.jpg[/img]
Because the rear wing is retractable those line had to be drawn along the edges. But it’s only extremely visible from the top view.
[img]http://www.orik.de/misc/TripleS_15.jpg[/img]
I also redesigned the rear engines which are not visible atm because they are not textured yet. I will still add some details to the rear.
The only “non-gamecompatible” effect in the renderings is the raytraced shadow from a targetlight. But lighting and reflections are just maps.
And some max screenshots
[img]http://www.orik.de/misc/TripleS_16.jpg[/img]
[img]http://www.orik.de/misc/TripleS_17.jpg[/img]
Current tris 5991.
looking good there,
jittering artefacts?
ive never had that, try changing your AA settings or maybe super sampling settings
When rendering with raytraced materials I can avoid that with just activating AA in the raytracer menu. But when using environmentmaps (especially hdri) in combination with normalmaps I get this result.

And this is a pretty small normalmap detail. When making larger elements it looks really sick.
maybe its the maps filter settings in the material!
how about trying to setup a direct x view port material
I would like to use a use a dx9 material. But I don’t know a shader which supports normalmaps, specular and environmentmaps in one. And unfortunately I’m not a fx coder.
well the standard Metal bump shader which is in one of the pulldown menus of the directxshader section of the material, supports all of those features (not sure about hdri though. the only problem is that the reflections are more like a filter than addition to the surface 
Hmm, often seen this DirectX manager but never used. Ever used the DX9 Material. Thanks a lot. I think it’s good enough to present the car as realtime/gameobject with all its maps.
HDR images don’t work btw.
It was necessary to redesign the rear. I think it’s much better now. This time with a rear diffuser.



5990 tris atm.
Wow, thats one sexy vehicle! Looks really kickass. No crits on the design. I like the redesigned back. I dont know if you will go for the silver rims, I like the orange ones that fitted with the color of the body more. The silver ones kinda break up the flow of the body.
On that note, if you plan to keep the rolling mode, you might wanna make some extra space to allow some shockbreaker related movement of the wheels.
Are you sure youre polycount is in triangles and not quads? Those bevelled edges tend to eat up polygons like there is no tomorrow!
Anyway, rock on!
Its looking really sweet.
I am really liking the redesign on the back.
I will go ahead and set up the submissions thread in case you decide to finish early.
![]()
Its looking really really good. Glad to see you’re using every last poly. Are you still getting jaggies w/ your normal maps? Did you make sure to enable a global supersampler when rendering out your normal maps (under render to texture > projection options > filtering options)?
Best of luck!
-Tyler
Thats pretty awesome. How did your max screen shot have shadows and spec, is that a new feature in max 8? like high quality shaded in maya? Anyway. I hope my car is any competition…yours looks hard to beat. 
You can have GI in viewport by baking the light onto texture 
Nice car indeed, looks hard to beat indeed, by anyone…
@GameDev
The normalmap has no artefacts but I had to enable the global supersampler in the render dialog when rendering the images. Thanks for the hint. Looks much better now.
The final texure is almost done. Need to add some more details to the cockpit and the underbody. This time no lightsources were used.

[img]http://www.orik.de/misc/TripleS_25.jpg[/img]
[img]http://www.orik.de/misc/TripleS_26.jpg[/img]
[img]http://www.orik.de/misc/TripleS_27.jpg[/img]
[img]http://www.orik.de/misc/TripleS_29.jpg[/img]
[img]http://www.orik.de/misc/TripleS_30.jpg[/img]
OMFG that is just amazing. The texture improved the vehicle a great deal. How did you do the glow? I have similar glowing things on my vehicle but they don’t look as cool as yours :twisted: