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NSX Golf Cart

aaronaton
polycounter lvl 6
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aaronaton polycounter lvl 6
Hiya guys, just wanted to share with you my concept and my progress so far.
The aim is to create a decent Portfolio piece, so i need as much guidance and critique as possible.

NSXcartPS.jpg


I have decided to design a stylized Golf Cart for an on-going project, more can be seen at:
http://aaronsinfield.carbonmade.com

My workflow idea is as follows:

1. Create base mesh from NSX blueprints for front and rear.
2. Lattice deformer to give a quick stylized look as in the concept.
3. Sub-d base mesh for high poly (individual panels etc)
3. Model main Chair as a high poly (maya or zbrush).
4. Re-topo whole mesh as one unified piece.
5. UV, bake and texture.

Progress:
progress1.jpg

Replies

  • JamesWild
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    JamesWild polycounter lvl 8
    I love the rear diffuser. And the reuse of the spoiler as a storage area. Brilliant idea.
  • gsokol
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    gsokol polycounter lvl 14
    Haha cool.

    I feel like the golf cart part is really jarring compared to the rest of the car. Now I know its probably meant to be like that, but maybe consider trying to get some of the lines incorporated into the golf cart roof, just a little bit.

    Also, if you dont have golf clubs/bags in the back in your final presentation, I will be sad.

    Good luck!
  • respawnrt
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    respawnrt polycounter lvl 8
    It might be a good idea to block your cart first. See what works scale wise and what not, without just going in for the first high poly part of the cart !
  • aaronaton
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    aaronaton polycounter lvl 6
    @gsokol yeh i feel like i need to improve the roof, i was maybe thing of another roof style air intake but its just finding a balance between 'pimp my ride' and practicality i guess.

    @respawnrt yeh sorry i have the base mesh on a separate layer that i used to block out the shape, once i was happy with it i jumped straight into the high-poly. I just couldn't help myself!

    Progress2-1.jpg

    Just a quick update, still gotta figure out the under carriage of the cart yet, as i guess it has to be made if this were to be a drive-able game asset.
    Some of the bad creasing issues behind the wheels i may leave as these can be painted out once baked.
    Any ideas of how i should go about the low poly version and how i can optimize my bake?
  • aaronaton
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    aaronaton polycounter lvl 6
    hiya people just got a few quick question before i carry on.

    1. Is it perfectly fine to have floating geometry in my high poly and will there be any bake problems if there is?
    2. Should i try and make my low poly one connected piece, (no floaters) except the wheels?
    3. Also i plan on mirroring the UV's as the model is pretty symmetrical, how would i go about that in Maya? plus will there be any instant baking issues?
    4. Any tips on how to create a spec map that will show off a unique car paint style shader?

    Thanks.
  • aaronaton
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    aaronaton polycounter lvl 6
    Progress3.png
    progress4.png

    A lil progress, just need to model a basic steering wheel and the wheels now :)
  • Sparr
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    Sparr polycounter lvl 13
    It doesn't seem wide enough. Could you stretch out the body?
  • pjl
    the top of the cart is very too far from the rest of the cart, sorry don't know how to say it , i'm not really good in english :\
  • aaronaton
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    aaronaton polycounter lvl 6
    No the roof is meant to be that high up if you look at my concept, also i'll have a look at widening it but i'm pretty sure it about right now as i have already been playing around with the width.

    I think there a are a few parts that i wont bother making in HP format ie. steering wheel and the diffuse blades, and just wait to them in LP format.
  • aaronaton
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    aaronaton polycounter lvl 6
    High poly nearly done now, any suggestions before a begin the low poly anyone?

    progress5.png
  • aaronaton
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    aaronaton polycounter lvl 6
    Low poly with baked normal map and main texture, im unsure weather to dirt it up a lil or keep it clean and stylised.

    screen2.jpg
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