10-14-2007, 10:48 AM,
|
|
TF
Member
|
Posts: 52
Threads: 5
Joined: Oct 2007
|
|
360 Version 0.9 Complete!
Hey everyone, I've started work on a new modena model and I'm going to convert an old, detailed model of a 240z for use in the game:
Update Modena WIP:
240z to be reduced:
I'm just about passed the polygon count for the exterior -- how firm is 3500? Should I keep adding detail?
Update:
360's complete, anyone want to add it to the svn for me?
http://tfric.learnkanji.ca/dump/360.zip
|
|
10-14-2007, 06:00 PM,
|
|
xTs
Member
|
Posts: 150
Threads: 8
Joined: Oct 2006
|
|
Nice thing, wanna drive it
What about the license?
|
|
10-14-2007, 07:20 PM,
|
|
TF
Member
|
Posts: 52
Threads: 5
Joined: Oct 2007
|
|
Thanks for the support, glad to hear someone can take care of the technical bits for me.
I made both models from scratch and the textures are all public domain, the license is not an issue.
|
|
10-15-2007, 03:17 AM,
|
|
xTs
Member
|
Posts: 150
Threads: 8
Joined: Oct 2006
|
|
cotharyus can do that. He's good at that thing
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 )
|
|
10-16-2007, 10:20 PM,
|
|
Kricor
Junior Member
|
Posts: 34
Threads: 2
Joined: Oct 2007
|
|
Looks really good
Did you make it in blender?
If so, could I have the name of some tutorials? I have blender, but I can't do much more than make a cube :wink:
|
|
10-17-2007, 10:40 PM,
|
|
TF
Member
|
Posts: 52
Threads: 5
Joined: Oct 2007
|
|
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 ®. 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
|
|
10-18-2007, 07:20 PM,
|
|
TF
Member
|
Posts: 52
Threads: 5
Joined: Oct 2007
|
|
glad to hear you like it kid rock.
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.
|
|
10-18-2007, 10:01 PM,
|
|
kidrock
Member
|
Posts: 230
Threads: 17
Joined: Apr 2007
|
|
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.
|
|
10-19-2007, 03:21 AM,
|
|
xTs
Member
|
Posts: 150
Threads: 8
Joined: Oct 2006
|
|
WOW! I'm speechless
|
|
10-19-2007, 04:53 PM,
|
|
TF
Member
|
Posts: 52
Threads: 5
Joined: Oct 2007
|
|
Thanks for the feedback!
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?
|
|
|