Joined: 08 Oct 2006 Posts: 332 Location: Ashland City, TN
Posted: Sun Oct 14, 2007 3:54 pm Post subject:
Sweet. You get the graphics in there, and I'll build the spec files. _________________ _____
Cotharyus
Remember: Horsepower is how hard you hit the wall. Torque is how far you take it with you.
http://cotharyus.net
If you put it under a free license for us, we can include your car in the next release
(which will be hopefully packaged for almost every distribution, even debian... they didn't want to put in the repository, because of license problems with cars/tracks )
Joined: 29 Jun 2005 Posts: 2090 Location: Clemson, SC, USA
Posted: Tue Oct 16, 2007 10:30 pm Post subject:
TF, the updated 360 looks really nice. You should post your updates as new posts tho so folks who don't look back at the top post don't miss them.
The 3500 poly limit is not really hard, but consider this: You could make a really good simple model with relatively few faces and then take that one and extend it to a much more complex one later (with as many faces as you want) - so that we can provide both low-detail and high-detail versions in game. This would help keep the game playable on lower end graphics cards.
Krikor,
I've been playing with blender a long time -- I can't remember where I picked it all up. Blenderartists.org's forum is the best place to learn. The wiki here has some tutorials too.
To make cars I recommend starting from a cube and then cutting, pushing and scaling until it looks right. They really aren't that hard to do. The main things you should know are shift-r for cutting a new edge loop, the proprortional editing tools, w -> smooth for smoothing rough bits and then the basic grab (g) scale (s) and rotate (r). Also, ctrl+e gives you the edge menu where there are a lot of edge-loop tools that let you keep your model organized. Edge loop select in particular is helpful.
For cars starting from a blueprint is a good idea. View->Background Image lets you set the background of your window to the blueprint.
thelusiv,
Good point about the poly count. I'm actually well passed the limit now but it looks good reduced to around 3500. The exterior model is about 95% done
First of all, welcome to Vdrift TF. second of all, GOOD JOB! cant wait to see this in the game! i havent had much time to use vdrift lately and wen i get some time, im going to check this out. cant wait to drive and test it!
The 360 images at the top have been updated again. Don't mind the funky decals -- I got tired of painting in details and decided to have some fun with them.
The lighting's a big step back from the last images because I changed renderers to one better suited to painting textures.
I started on the interior -- there are engines and a racing seat inside. I'm having trouble getting the headlights looking good. I'm trying to do them with a texture because all the curves in the geometry would put my already too-high polygon count through the roof. Adding a lens helped -- I hope it works well like this in the game engine.
Looks good. I would suggest making the rims a bit more thick (im scared there gonna break!) for the headlights could i suggest a black color (no lights just black like on a viper) then when its in game you should still be able to see the lights through it. will do you good poly count. also try flattening out the front bumper a bit.
The rims in on the 360 are actually just scaled versions of the one on the 240z and are subsurface models that wouldn't work very well in a game engine. I'm working on new rims for it.
I did some mockups for it, which do you all prefer?
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