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360 Version 0.9 Complete!
10-14-2007, 10:48 AM
Post: #1
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:
[Image: modena_progress.jpg]
[Image: modena_rear_fender.jpg]
240z to be reduced:
[Image: 240zg_l.jpg]

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?
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10-14-2007, 11:42 AM
Post: #2
 
That sounds great. Those are two cars I'd love to see in the game! Let me know if you need any help with exporting it for use in the game.
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10-14-2007, 03:54 PM
Post: #3
 
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
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10-14-2007, 06:00 PM
Post: #4
 
Nice thing, wanna drive it Smile


What about the license?
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10-14-2007, 07:20 PM
Post: #5
 
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.
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10-15-2007, 03:17 AM
Post: #6
 
cotharyus can do that. He's good at that thing Smile


If you put it under a free license for us, we can include your car in the next release Smile
(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 Sad)
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10-16-2007, 10:20 PM
Post: #7
 
Looks really good Smile

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:
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10-16-2007, 10:30 PM
Post: #8
 
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. Smile

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.
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10-17-2007, 10:40 PM
Post: #9
 
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
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10-17-2007, 10:54 PM
Post: #10
 
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! Big Grin Big Grin Big Grin
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10-18-2007, 07:20 PM
Post: #11
 
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.
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10-18-2007, 10:01 PM
Post: #12
 
Looks good. I would suggest making the rims a bit more thick (im scared there gonna break!) Big Grin Big Grin 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.
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10-19-2007, 01:07 AM
Post: #13
 
It's looking good. I can't wait to see the finished interior!
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10-19-2007, 03:21 AM
Post: #14
 
WOW! I'm speechless
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10-19-2007, 04:53 PM
Post: #15
 
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?

[Image: rims.jpg]
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