So this is a car i've been working on, its gonna be some what of a cross between TRON and Batman. I have most of the outside completed, now im woking on some
exhaust pipes and the engine and the suspension (tron style). and eventually the inside.
-wheels are slightly lost within the arches, look at the veyerons very little gap between the wheel and the arch
- the middle panel between the cockpit and the arches is the same thickness along the body i would suggest altering the thickness above the front wheel arch giving the arch more presence
-some more geometric shapes, and a toning down of the bulbus shapes would also give it a meaner edge
nice flow of shapes there! you should definately turbosmooth and work on it in highpoly.
i would say not, a car like this needs good env maps, normal mapping doesnt work particularly, figure out which parts are to be reflective (chrome and paint work) and model these up quite high but still RT, then HP model and bake all the more diffuse (and complicated) parts, eg the tyres, the underside the interior, the wheel arches engine module.
reflection maps really pick up artefacts and reseloution in the normal map esp on slinky flowing lines of a car, so its generally cheaper to throw polies at these areas rather than normal mapping it, most racing games use polys not normalmaps (except maybe for damage models
True, if thats the style. Depends on if its a render/viz model or an ingame model
It would probably benefit from higher rez modeling, either way. maybe not edgeloop/smooth highpoly modeling, but one that gives a smoother silouette.
Very cool. Definitely reminds me of a shriveled up veyron (in a good way). I think that your silhouette looks pretty good, considering the polycount. Edgeflow looks nice and clean.
SHEPEIRO:
The idea of only baking areas that don't involve env reflections is something I never thought of. Useful tidbit there
Update: mostly done with the engine just gotta string all the pipes and tubes to the right spots and it shoul be good, also i fixed the fender and side
Replies
and yeah that was one of the cars i was looking at for reference.
Agreed, I was going to say this myself. Great work keep it up.
-wheels are slightly lost within the arches, look at the veyerons very little gap between the wheel and the arch
- the middle panel between the cockpit and the arches is the same thickness along the body i would suggest altering the thickness above the front wheel arch giving the arch more presence
-some more geometric shapes, and a toning down of the bulbus shapes would also give it a meaner edge
SHEPEIRO: thanks a lot for the input i def didnt notice the front wheels... im gonna modify that.
thanks for the crits guys!
i would say not, a car like this needs good env maps, normal mapping doesnt work particularly, figure out which parts are to be reflective (chrome and paint work) and model these up quite high but still RT, then HP model and bake all the more diffuse (and complicated) parts, eg the tyres, the underside the interior, the wheel arches engine module.
reflection maps really pick up artefacts and reseloution in the normal map esp on slinky flowing lines of a car, so its generally cheaper to throw polies at these areas rather than normal mapping it, most racing games use polys not normalmaps (except maybe for damage models
It would probably benefit from higher rez modeling, either way. maybe not edgeloop/smooth highpoly modeling, but one that gives a smoother silouette.
SHEPEIRO:
The idea of only baking areas that don't involve env reflections is something I never thought of. Useful tidbit there