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Author   Topic : "2 (3d) cars, please crit"
coconutmonkey
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Joined: 20 Mar 2000
Posts: 166
Location: NC,USA

PostPosted: Thu Jan 04, 2001 10:13 pm     Reply with quote
I'm currently working on a game project. Bot of these cars are in game realtime material. Each took about a day a piece.


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samdragon
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Joined: 05 May 2000
Posts: 487
Location: Indianapolis

PostPosted: Thu Jan 04, 2001 10:25 pm     Reply with quote
those reflections are pretty confusing, they appear to warp the car, you can see this by looking at the blue car. Not too sure if the glass and body would be that reflective.
I think you did a good job. How many polys are these cars?
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shahar2k
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Joined: 01 Jun 2000
Posts: 867
Location: Oak Park CA USA

PostPosted: Fri Jan 05, 2001 2:22 am     Reply with quote
cocoanut, here's another Idea for the cars, heh I know they're done, but still) you could use a reflection map to limit where the reflections occur, so that seams between body parts don't reflect....

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Maybe I'm paranoid... maybe it's you!
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coconutmonkey
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Joined: 20 Mar 2000
Posts: 166
Location: NC,USA

PostPosted: Fri Jan 05, 2001 4:14 am     Reply with quote
Thanks for the replies, the convertable is about 3000 polys because it has an interrior and everything and the silver one is about 1-2000. I cant use a reflection map in here shahar2k cause it's game models and the engine just has enviroment maps that it wraps around the cars. The reflections look better in a movie, i might render a quick one when i get home today from school.
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faustgfx
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Joined: 15 Mar 2000
Posts: 4833
Location: unfortunately, very near you.

PostPosted: Fri Jan 05, 2001 4:34 am     Reply with quote
i think it could be easily crammed to 2000 without losing any smoothness.

before i say anything further, what 3d software do you use and what file format / what does it let you do with the model itself ?

we use 3d studio max -> ascii export -> convert to our own format stuff. basically it supports what max supports, apart from raytracing and such similar stuff, for obvious reasons :>

3d studio max/viz 's smoothing groups are the key.

not to preach or anything, at least not much, but 3000 polys for a car is quite sick. :P



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the law of lead now reigns!@#!/earth crisis

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Bloodnite
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Joined: 19 May 2000
Posts: 56
Location: VA, USA

PostPosted: Fri Jan 05, 2001 4:36 am     Reply with quote
Hey... was just wondering if you can make a wallpaper-size, 800x600, of the blue car from the front/side angle, they both look awesome, just like the blue more ...blah.

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Life's a bitch and then you die, still tryin' to get a piece of that apple pie...

[This message has been edited by Bloodnite (edited January 05, 2001).]
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Starseed
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Joined: 14 Sep 2000
Posts: 144
Location: Vancouver, Canada

PostPosted: Fri Jan 05, 2001 5:22 am     Reply with quote
The top one reminds me of the 2001 Porsche Carrera. The blue one looks very wacky to me, not solid . . . its like a nice car put bent up and wrapped with seran wrap.

Maybe youd find places where you don't need a curved surface to drop the poly count. Like on the sides?

For styling inspiration, if you want to model a kick-all-mighty-ass-and-then-some automobile, try working from the 2001 Porsche Carrera:
http://www.westwave.net/temp/2001_porsche_carrera_gt-1.jpg http://www.westwave.net/temp/2001_porsche_carrera_gt-2.jpg http://www.westwave.net/temp/2001_porsche_carrera_gt-3.jpg http://www.westwave.net/temp/2001_porsche_carrera_gt-4.jpg http://www.westwave.net/temp/2001_porsche_carrera_gt-5.jpg

-mt

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natec
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Joined: 08 Aug 2000
Posts: 121
Location: encinitas, ca, USA

PostPosted: Fri Jan 05, 2001 6:47 pm     Reply with quote
They look like a good start, at 3000polys though...thats pretty high for the level of smnoothness you have. They should be much smoother. You need to concentrate your polys at the edges that make the silhouette you see. Its easier to see this than explain it. Its all about the edges and smoothing...

On the top car...it looks like the blinkers are actually 3d...I think I'd have chosen to use those elsewhere...the lights maybe...

The blue cars wheels look funky... as does the scoop on the side door


To really make any type of assesment I'd need to see a wireframe version. Please post something shaded with edges shown...flat shaded.

-nate

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coconutmonkey
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Joined: 20 Mar 2000
Posts: 166
Location: NC,USA

PostPosted: Fri Jan 05, 2001 11:39 pm     Reply with quote
Hey, thanks for the replies,
i probably am going to optimize these but it's not really needed since the engine is using realtime infinate levels of LOD. The top car is 1-2000 which isnt that bad imo, and the only reason the bottom one is just over 3 is cause it has an interrior and everything shifter sterring wheel etc, this is because it's going to be the main car in the mission mode in singleplayer and you'll be able to see the player steering shifting etc. The side intake on the bottom car does look messed up i know i'm trying to figure out a way to shade that better since its solid on the inside. The tires....yea i fixed those just now, i tried makin em look 3d but....no it looks gay as you can see. faust I use 3d studio max 3.1, our engine has our own plugins that we use for max to export our models for the game. Again thanks for the replies
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