Hey, I thought my current asset would be worth a thread because I'll be working on it for the next weeks and it will go through the complete CryEngine pipeline.
The model(s) will be set up in a way that I can build several variations of the same car ingame and for example store them as prefabs. I'm talking material setup which allows all kinds of paint combinations and exchangable parts like spare wheels at the sides/or back or trunk at the back, siren for police version etc. I'm planning to create 3-4 versions that look very different at first sight (apart from the color variations).
As said all assets will be game engine optimized. I don't know the exact specs yet but I guess all lowpolies together will have something around 50.000 tris but never will one variation use all parts created. Its supposed to be a first person "next gen" (I hate to use that term but I have to!) prop.
Long story short, here's the current state:
Replies
- Doors now have "functional" hinges
- Handles at doors
- Modified engine space and room for gearbox etc
- Two color setup
- Proper fixture for spare wheels
The back of the car is still heavily wip. There will be as many details as in the front.
@ DWalker: Why do you think it was an odd choise? This or the Ford T-Model is what I think of when I think about 30s cars
@ neilberard: Thx, I hope I won't disappoint you
Mostly I was referring to variability with the model. I know Fords were used for everything from racers to trucks, I just didn't know the same was true of the Chevy.
Your shadow map seems very low resolution in the renders. Not terribly important unless you're using these images in your portfolio.
The tire tread seems a bit off, and it doesn't match the references I've seen. (Of course, consistency was not exactly a requirement for depression-era designs. :P)
these are no "renders". (Sure the pixels are rendered ) These are viewport shots directly from max 2012 So it's only their SSAO and Scene Lights Shadows in realistic mode. And no PS involved so this is actually how I work on it. WIP Beauty Shots will be done in CryEngine soon, when I export the highpoly as a test.
You are right, the tires weren't modeled from the same cars reference, because I rushed them to get them in the engine. We had to have a test asset for the first light setup and for size reference and wheels are very quick to do. Check out our Escape Contest Thread and you will know what I mean: http://www.polycount.com/forum/showthread.php?t=118098
I wanna rework the tire anyway but to be honest, all my references hav different treads in their tires so it's gonna be hard to find out which ones are original.
Color will be adjustable in the cryengine material so thats not final. I just tend to change it now and then to keep me excited about it ...
So I finished the lowpoly and already baked all normal maps. A bit of lowpoly AO to tie the pices together is still missing. And obviously all other texturing work. But all the basic stuff is there. Material is set up in a way that two main colors and the seat color are adjustable in the material without having to touch the textures.
There will also be different mesh versions. One with sparewheels at the side and trunk and one with spare whell at the back and none at the side. Maybe Ill also do a cab version.
Unfortunately the convertibles back then had a very different shapes so I cannot just rip the roof of and have another version.
Lovely shaders
If i had to pick something, then id say the ground texture looks a little too much extruded with displacement, but i guess theres no way around that if you want to keep the depth
This is all rendered in cryengine with the standard illum shader. There's no fancy material work gone into it, yet
Shrike you're absolutely right. Ive taken the shots in our escape contest scene where the ground is a bit over extruded in order to look better from a low camera angle. In a game setup the material would have been set up slightly differently
Some specific shader work for our Escape Scene
Submitted Beauty Shots:
Sorry for not updating this thread so frequently but you can imagine how busy I was finishing this the last couple of weeks
Escape Thread:
http://www.polycount.com/forum/showthread.php?t=118098
One little thing I'd like to point out is the water drainage. Looks like it isn't closed off with a mesh in the first beauty render? I could be wrong.
phart: mh yeah, couple of strange pixels. might be some clipping that we didnt see. dont mention it to anyone :P
polyly: I dont understand what you mean