I'm done with this damn thing. Personal victory achieved.
LFTOT - Let's finish that old thing.
Throwing up a new thread since the last one is long lost and forgotten.
Its time for me to wrap this bad boy up. I learnt alot, I cried even more and I got a whole new appreciation for car modelling.
I got a bunch of things left to do but at least it's on the home stretch now.
* Sort out some texturing in interior.
* Fix the gap by the window.
* Tweak presentation and lighting. (and I guess the car shader in general)
* Adjust the final colors and masks for final shot / rendered sequence.
* Slight massage of the edges to get better shading and tighten the gaps.
LATEST VIDEO: [ame="
http://www.youtube.com/watch?v=Zeu6fCmGSA0"]WIP - The Mustang Project - Realtime UE4 - RenderTest_2014_07_06 - YouTube[/ame]
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I was gonna add a movie but I wasn't happy with it so sometime during the weekend I promise!
Enjoy these for the time being! I went from an all dynamic approach to a static one so there's some tweakage to do but there's some results that are significantly better in my book.
[ame="http://www.youtube.com/watch?v=Zeu6fCmGSA0"]WIP - The Mustang Project - Realtime UE4 - RenderTest_2014_07_06 - YouTube[/ame]
Also on Vimeo in case you hate youtube. But I think the Youtube one is better quality. https://vimeo.com/100030860
Polygoo, Ged, whw, WarrenM:
JamesTKirk: YESSIR! Captain Sir! I'll have to polish a few edges at the back to get smoother shading but overall this is how it will be.
Sabor: They're not up to polycount standards atm, I'll throw 'em up when they are! You can have a behind the scenes baked screenshots compilation though.
RappyBMX: 58k. There's wiggleroom for optimizing though. Especially in the wheels so 50k wouldn't be very unreasonable. I had a really hard time finding out what specs car games run at these days so I've kinda left it where it's at seeing how I try having a fancy interior aswell.
I started modeling a '67 mustang coupe, but got stuck on the body panels and then got discouraged and moved to another project. I think my problem lies with the fact that I was going one panel at a time, having only modeled 1 car I am still experimenting with workflow.
On the plus side, I do actually own the car I am trying to model so the reference doesn't get any better than "in the garage".
I went in with the approach of getting it 95% there which I don't doubt will piss alot of car fans off (I'm very rock n roll with my modelling at times) and by having to rely only on google I probably knocked off a few extra %. Every Mustang I found was basically modded in one way or the other. I also used some blueprint side ref images but most of them didn't line up sadly.
So a whole lot of eyeballing and guesswork went into it.
Since this was my first serious normal car it was also a huge learning experience and well, It was really damned hard (Especially the chassi and getting good optimal edges and smoothing was tricky). I didn't realize how hard it could be so at times it was very demotivating aswell making me lose faith in it.
I went through the archives digging up some old shots to show you some of it's life/progress.
They might not be in order but yeah , hopefully it shows you how I worked. It was a whole lot of tweaking to get the shading etc good and frankly, I'm still touching edges every now and then that are popping up in different views and lighting conditions.
If there's anything more you might wonder I'll gladly answer!
WOW. This piece turned out amazing!
and you did the seams in zbrush/mudbox i guess?
awesome work man!!
I made one "stitch" and instanced it along a spline/edge around the seats. Then I could adjust the stitches from the master "stitch" and well. That's how I did them.
It's very amazing and impressive !
I would model a car soon, and I need to learn more!
So, I would you ask some questions
What about the Uvs, and sets of texture ? The model seems very very detailed. What size of texture(s) do you use? Do you separated in diff