Thanks a lot guys!
X-Convict - nice to hear that from you mate, always been a big fan of your cars.
Plugging away at the texturing still, just doing the tail lamps.
Gonna work on the speedo dials and the centre console next. I also did another quick lit+post shot of the interior to see how it's looking so far, still needs more work.
Zack - yeah i've been playing with different methods of doing AO for most areas that don't move or reflect highly. Probably gonna give give the entire interior a 1024x512 diffuse and and most of the engine/boot/misc bits a 512x256, basic AO and a little colour variation should really make shit pop.
Stefan - Dont worry, i'll be posting more wires soon. Those ones are very old now
Here's the detail texturing for the interior so far, taking a little longer than i'd like.
and emissive
So far my texture usage is looking something like this, nothing is final yet...
Using up about 3/4 of a 2048 sheet for everything so far, and with my plans for the AO maps that leaves a little over 512 left to play with for anything else i might need. The rear light diffuse map is probably gonna get scaled down to 256x64 or perhaps one step lower cause it's just colour info so it doesnt need to be anywhere near that big, and i'll most likely integrate the aston martin badge into the licenceplate texture cause it doesn't need it's own tiling map or anywhere near that much pixel density either.
wowza....shit just got crazy. How did you do the stitching on the leather and steering wheel? Did you manually place 1 alpha plane around every bit u wanted stitching or some other way?
Aw man, now im totally gutted! I was poking around on the net and came across a couple of sources that show a quote of the GT5 head honcho Kazunori Yamauchi saying in an interview that GT5 uses "around 500,000 polygons per car". It's too late for me to go back and add 300,000 polys to this model, but i was planning to make another car after i'd finished this one. I think once i've got my folio up and running i'll get on that 500k goodness.
Eric - The stitches are made by copying a strip of polygons from the model in question, applying a tiny push modifier on them and laying out the UV's so the stitch texture tiles along their length. It's pretty laborious UV editing work (using max 2008 atm, having to keep flipping to 2010 to use the edge loop feature for UV editing) but its the best solution i could come up with for not disturbing the tiling nature of the textures underneath. Here's a pic to show what i mean.
well you could...model the interiors of tyhe light fixtures and them use a refractive shader set up with the normals only effecting the refraction (not spec) shure that would help spend a few more and would look ace
edit-scratch that youve already done it- although maybe you could add another layer,...haha
Replies
x2. Make sure you give this the presentation it deserves.
X-Convict - nice to hear that from you mate, always been a big fan of your cars.
Plugging away at the texturing still, just doing the tail lamps.
Gonna work on the speedo dials and the centre console next. I also did another quick lit+post shot of the interior to see how it's looking so far, still needs more work.
Try reading the whole thread :thumbdown:
i hope you've had that ton of fun while doing it, that i get while watching.
Yeah you're right. my bad..
Zack - yeah i've been playing with different methods of doing AO for most areas that don't move or reflect highly. Probably gonna give give the entire interior a 1024x512 diffuse and and most of the engine/boot/misc bits a 512x256, basic AO and a little colour variation should really make shit pop.
Stefan - Dont worry, i'll be posting more wires soon. Those ones are very old now
Here's the detail texturing for the interior so far, taking a little longer than i'd like.
and emissive
So far my texture usage is looking something like this, nothing is final yet...
Using up about 3/4 of a 2048 sheet for everything so far, and with my plans for the AO maps that leaves a little over 512 left to play with for anything else i might need. The rear light diffuse map is probably gonna get scaled down to 256x64 or perhaps one step lower cause it's just colour info so it doesnt need to be anywhere near that big, and i'll most likely integrate the aston martin badge into the licenceplate texture cause it doesn't need it's own tiling map or anywhere near that much pixel density either.
Eric - The stitches are made by copying a strip of polygons from the model in question, applying a tiny push modifier on them and laying out the UV's so the stitch texture tiles along their length. It's pretty laborious UV editing work (using max 2008 atm, having to keep flipping to 2010 to use the edge loop feature for UV editing) but its the best solution i could come up with for not disturbing the tiling nature of the textures underneath. Here's a pic to show what i mean.
edit-scratch that youve already done it- although maybe you could add another layer,...haha