Hi all.
For my final year project for university, i looked at the progression of visual realism in racing games and how developers have gone from games such as pole position in the 1980's to Gran Turismo 5: Prologue in 2008.
So i modelled three cars to show the progress through the generation from all the research i had gathered from various sources regarding polygon limits, hardware limits, modelling techniques, texturing methods, LOD's and other topics i cant remember of the top of my head.
All this research would in the end affect the outcome of the project.
- First model was a low poly ps1 spec model - Polygon limit of 800 (Based on Colin McRae 2.0)
My texturing skills arent great so i used flat colours to replicate what the models would be like.
- Second model was a med poly ps2 spec model - Polygon limit of 14,000 (Based on Colin McRae 3).
Again my texturing skills were at fault here so i blended reference images of the car together, which didnt come out great, but were better than my attempts in photoshop.
- Third model was aimed towards a ps3 style model - Polygon limit of either 70,000 (Based on Juiced 2 or 200,000 Based on GT5).
Below is the ps3 style model and a revised model (WIP) of it aswell as i werent happy with the outcome of the first model.
First model
Revised Model and still work in progress
Any C&C Welcome.
Cheers.
Replies
Smart smoothing groups are imo. the way to go.
The biggest screenshots have rounded corners in the door windows also many details are rounded like a toy car. I´d add some more hard edges to the higher poly models in general.
But nice topic you got there
Cheers