Hey this is the first time Ive ever made a car so Im learning a lot here. Ive still got some work to do on the environment - proper lighting cones from lamps, garage floor with parkings and wear and tear and props like doors etc. I only have unity free so theres no bloom or realtime shadows or screenbased effects of any kind. This is kind of aimed at high level mobile devices so Im trying to keep things as simple as possible but as beautiful as possible too. The scene is around 12000 tris including every thing but I still need to work on optimisation at the end.
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yeah I forgot to mention I tried to exaggerate the main features a bit seeing as it might be seen on a mobile and the screen is so small, I also didnt mention that some of the textures on the car are photo sourced and only have a little bit of editing by me. Not sure what the protocol is on that sort of thing cause I would take my own photos if I had access to the real car but I dont so google is my friend on this one unfortunately.
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I added props and faked some vignette and bloom and added general polish.
floor seams a bit dull...maybe some dirt/tyre/oil decals or changes in concrete type might spruce it up
good idea, might be able to add some of that in the lightmap as the floor is a tiling texture or make some alpha decals but I know mobiles dont like large alpha filling up the screen.
[ame="http://www.youtube.com/watch?v=QvVK6NEH5oM"]@JDiamondzz - "Chargers and Challengers" Preview - YouTube[/ame]
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..AAaargh...unity seems to have lost the ability to export my scene with anistropic texture fitering and antialiasing I cant find any reason for this bug
Xoluil: thanks, interesting to hear what people think, I made the wheels slightly bigger than in my reference but maybe its just not quite big enough still. Good tip about the slight curve, wouldn't have been able to notice that on the blueprints. unfortunately unity is being a pain in the ass and wont export with my camera settings and I have no idea why because its fine in the editor game view so I might have to leave this build as it is
Architaylor: mobiles arent particularly good at this stuff but the latest generation like ipad 2 onwards and iphone 4s onwards can cope with 1 or 2 fancy shaders being used but you have to keep it limited both in terms of shader complexity and the amount of shaders you use in one scene. The lens flares by the lights are just standard unity lens flares, nothing fancy.
the scene has 8 textures:
1. garage environment(1024x1024)
2. garage door(256x256 wish I couldve fitted it in the environment texture :P)
3. car details(1024x512 lights grills etc)
4. car wheels(512x512 so that I can use these wheels on other cars)
5. garage floor 1024x1024
6. garage cieling 256x256
7. drop shadow and light glow effect texture
8. custom made cubemap of the scene for reflections.
its about 12000 triangles in total, 80% of which is the car.