Latest update 2/21/2015:Original Post:
Hello Polycount.
I've been wanting to model a Lambo for a while now, so to start 2015 I will be making a Lamborghini Gallardo Super Trofeo race car:
My free time is fairly limited, so it will probably take me a while. I am aiming for sim spec, which means it will have a fully modeled interior, engine, suspension etc.
I have been working mainly on the base mesh for the exterior. I modeled this by making very low poly sections, turbosmoothing them via smoothing group, and connecting them together. The hood vents and other details will be added after the various exterior components have been seperated out, and given a final smooth and optimization pass. This is what I have so far (red meshes are some block-out elements I made so I knew what I was doing).
Software used is 3DS Max 2013
Replies
http://www.speedhunters.com/wp-content/uploads/2011/11/aventador_front34_solid_texture_wire.jpg
http://cdn.www.needforspeed.com/sites/default/files/imagecache/inline_content/page/images/08b.jpg
http://www.wmdportal.com/wp-content/uploads/2012/08/BMW_221.jpg
I'll be giving certain components a further smooth (especially the hood) before adding the smaller details, and then optimizing back down.
I make the cars for APB: Reloaded at work, but they're all very low res as it's an MMO in Unreal 3. So it's nice working on something this detailed for a change.
This looks great. Are you going to be adding support loops to turbosmooth the whole thing and make a high poly source model or is this going to be a mid poly car model with supports loops to harden smoothed edges?
-> Further smooth -> extra details added -> optimization.
I am not doing a normal map bake on the exterior, exhaust. and major interior components, as I shall be relying on support edges. The mesh should be clean enough to support that.
I will however be doing high poly bakes for minor things such as the tires treads, suspension, engine, frame elements, vehicle base, undercarriage etc. Will post an update soon now I have the whole weekend free .
I will be sticking this in UE4 I think. Toolbag 2 would also be cool, but I really need to learn more about UE4.
I've fixed a few accuracy boo-boo's, and then began seperating, detailing and smoothing out some of the various components I already have. Most of these components have backfaces (for the sake of damage).
I made my seperations first, and then smoothed it out. I opted to smooth via smoothing groups again and added in my support loops and chamfers afterwards as I didn't fancy optimizing a load of support loops after the fact.
All these components will get a full optimization pass once they've all been completed. I'm going to try to keep the silhoette for each component as is though.
What polycount you aim at?
KMiklas:
I'm not 100% sure on the polycount, but roughly 150-200k I would imagine, since this is sim spec (that figure includes the full detail LOD0 for the interior).
Keep kicking ass!
That is a nice, clean wireframe
Looking forward to seeing where this ends up!
It's actually been a while since I posted an updated, as I've not been able to spend as much time as I'd like to have done on this (kind of difficult to model when you don't get home until 9-10pm every night). However, it is slowly getting there.
So really my focus has mainly been on the exterior. I've widened the the front and rear bumpers a tad as the car has been lowered, I've also fixed a few more accuracy issues (which made me wish I'd chosen a car that had better reference available haha).
After fleshing out the exterior a bit more I did an optimization pass. Now that I have my snapping points for the base I've also begun fleshing that out as well (which I'll show when its done).
The extra details of the front are based on a different version of the Super Trofeo that I originally posted. Instead I've opted for the version with the larger fins as I think it makes the car look a bit more menacing.
I also did a quick test in Keyshot to make sure the optimized geometry was rendering out correctly.
I think I'll use Keyshot for some breakdown and wireframe shots once the car is finished, but the final beauty shots are going to be in Unreal.
The geo in these cases can look quite messy compared to looking at non optimised turbosmoothed panels, but its the correct way of doing these shapes. Also, although theres lots of triangles, with a bit of trial and error and support edges you can get prefect reflections and shading, and a lot less polys.
Its looking great!