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 Post subject: Doom Wagon (from Hell)
PostPosted: Sat Jul 08, 2006 3:44 pm 
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I was looking at my map, and I had this strange feeling that I was missing something. And then it hit me. I need a Ford Anglia!

Image Image Image Image Image

Ok. its ropey I know, but this is a WIP afterall :wink: . I'm using Render to Texture in 3dmax to generate the normal map. With out wheels and bumpers, the lowpoly model is 272 tris.

Edit:

Image Image

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Last edited by modern on Sat Jul 08, 2006 3:52 pm, edited 1 time in total.

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PostPosted: Sat Jul 08, 2006 3:48 pm 
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Really nice work, pal! :)

Try ORB for normal map rendering to fix seams, tho!

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PostPosted: Sat Jul 08, 2006 4:35 pm 
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I tried rendering with some extra geometry along the mirror edge, and the seem is alittle better. I'll try orb and see what it produces.

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PostPosted: Sat Jul 08, 2006 5:04 pm 
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Antispam measure: What is larger? The Sun or the Galaxy?: sun
http://2maniacos.com/images/33500.jpg

:D

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PostPosted: Sat Jul 08, 2006 5:48 pm 
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rebb wrote:
http://2maniacos.com/images/33500.jpg

:D


Just wait until I've got John Carmack nailed to the bonnet!

Tried rendering the normal map with Orb:

Image Image

The seem has gone on the bonnet (looks like I wont be needing John Carmack)! The headlamps look alittle better as well. Just a shame the resolution is limited to the screen resolution. With Max I rendered a 2048x2048 map, this one is only 1024x512. Here they are:

Image Image

First image is from max, the second from orb.

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 Post subject:
PostPosted: Sat Jul 08, 2006 6:41 pm 
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Your lowpoly model need a bit more work, to deal with all those creases.

Although it looks like you could use some polishing o your hipoly model too. Since it got dents on the fenders too.

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 Post subject:
PostPosted: Sat Jul 08, 2006 7:49 pm 
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rebb wrote:
http://2maniacos.com/images/33500.jpg

:D

Lol :)

Looks like a nice little car though. Isn't it customary to first create the hi-poly version and build a lo-poly version on that?

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 Post subject:
PostPosted: Sun Jul 09, 2006 9:52 am 
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Quote:
Looks like a nice little car though. Isn't it customary to first create the hi-poly version and build a lo-poly version on that?


Image

To make curved/rounded things like window sills and the chrome fittings, I make a low poly approximation, and then use mesh smooth or turbo smooth modifiers. Adding a few choice splits or extra edges can generate things like the wheel arch rims:

Image Image

Quote:
Although it looks like you could use some polishing o your hipoly model too. Since it got dents on the fenders too.


Hopefully you can see from the screenies that the "dents" are not dents, but an effect of smoothing produced by subdividing the low poly mesh. So yes, I do need to work on the poly configuration to get better smoothing results from subdividing. Which, as you can see is translated into the normal map.

Ok, here is a comparison of self shadowing versus noselfshadow:

Image Image

The nasty block of shadow that split the bonnet between the head lamps has gone. I'm going to make the windshield, bonnet, side panels into seperate objects with noselfshadow so I can get those nicer shadows back, and as Kat can testify, that might help with a few smoothing issues.

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 Post subject:
PostPosted: Wed Oct 11, 2006 10:48 am 
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Found some more time to work on my vehicle. This screen shot shows the older mesh which did not smooth at all well.

Image

I rebuilt the mesh using quads, and I made all the hidden edges lie in the same diretion as far as possible. I've also used the NURMS option and smoothing groups in the command panel instead of Turbo Smooth or Mesh Smooth modifiers.

Image Image

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PostPosted: Wed Oct 11, 2006 5:54 pm 
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That is definitely a significant improvement on the mesh!

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 Post subject:
PostPosted: Fri Oct 13, 2006 11:37 am 
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nice model, very low res?

greetz
d


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 Post subject:
PostPosted: Sat Oct 14, 2006 5:51 pm 
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dirk wrote:
nice model, very low res?


The highres model is no more than 100k.

The low res model is curently at 5k and falling, and it has a 2k local. This model has selfshadows.

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PostPosted: Sat Oct 14, 2006 9:51 pm 
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:) nice, it looks 1000 times better, 5k great then you can have 1000ts of this models in :)
apropos obj overhead,
is it better to combine (merge togehter) objects. how is the engine handle this, has anyone made perfomance test about object overhead?

sorry im a noobie and for my bad english


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 Post subject:
PostPosted: Tue Oct 17, 2006 10:38 am 
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Getting there! Want to add door handles, badges and grunge to the normal and diffuse map, and work on the interior. Still alot of seems, but I think I can bust most of those. Experimenting with vp shaders to make the glass head lamps.

Image Image Image

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PostPosted: Wed Oct 18, 2006 12:34 pm 
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Added a custom envshot to the car body material, but had to significantly reduce the contrast and brightness of the shots in PS to get a subtler evnironment effect. Darker glass and tax disc/badge in alpha. :D

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 Post subject:
PostPosted: Sat Oct 28, 2006 2:19 am 
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Great work! :D
I wish I could drive that car ingame!

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 Post subject:
PostPosted: Sat Oct 28, 2006 2:26 am 
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Looks great, nice work on the cube map too, it realy blends in with the world. Would be great if you could drive it too :)


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 Post subject:
PostPosted: Sat Oct 28, 2006 8:25 am 
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Very nice car! Is this first your try for a car? :?:

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PostPosted: Sat Oct 28, 2006 9:17 am 
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It looks tits dude, keep it up! :)

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 Post subject:
PostPosted: Sat Oct 28, 2006 12:12 pm 
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Cheers folks! I made a vespa scooter in Maya Nurbs long time ago now, but this is my first car. Surely you can tell from the state of this WIP?.

I'm thinking of taking it for a spin in ETQW. Might need to install some machine guns in the headlamps to ward off those pesky strogg though! :lol:

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