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WIP 4 doors car

polycounter lvl 12
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JostVice polycounter lvl 12
hello PC i've been doing this project for a few days for a realtime project with a few guys

the idea for the vehicle is to do a realtime car for a sandbox environment (GTA IV-like) So if I remember correctly 25000 triangles (i'm not sure about this, should check an GTA car) limit with 4 wheels, interior, engine... with a LOD and use as fewer textures as possible for drawcalls purposes. There needs to be some kind of constant polygon flow for the vehicle dynamic damage

right now the outer chassis is finished, if you find anything to critic you're welcome :) pics from max without any tex. I'm having some problems with the specular having artifacts and stuff, probably because I use triangles

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I will use an AO texture for the base car, and another texture for interior, lights and labels, with normal and specular, at the end the project will share dirt and generic/engine bits textures with other cars too

The design of the car is different cars.. started using a chevrolet cruze blueprint but then noticed how ugly the rear was and though something on myself.. Not sure if it fits but I guess I will stay with it for now hehe. I do not want to make a direct copy from that car, but just a good design (that has enough realistic details for a game :thumbup: )



Also... anyone knows about webpages with vehicle reference for suspensions, underbody, engines... I really love cars but you don't find pictures of the correct car, i guess people don't put their cars upside down usually.

waiting for your posts, thank you :)

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  • Xoliul
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    Xoliul polycounter lvl 16
    Looks good man, polyflow is decent. Design is cool also, believable. Do consider adding a few more on the bumper to get the smoothing right.
    Also, add details man! It looks boring like this, add badges, cut in the panel-lines, mirrors wipers, etc...

    For the underside, yeah I hear ya man. I just tend to combine different refpics. I threw together a few I used for previous projects:

    http://www.laurenscorijn.com/dump/chassis%20refpics.rar

    But really, I found those googling. It can really take a while before you find good ones, but they're there. Also check this out, pretty interesting stuff: Porsche 959 Factory Tour

    edit: also check the invisible edges, they can influence the speculars.
  • JostVice
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    JostVice polycounter lvl 12
    @xoliul: thanks a lot by your post! Look down on the new screens, I added another loop to the bumper, makes it a bit more smooth, as you suggested :) Don't worry! details are planned :P When I'm sure the base chassis is finished i will start detaching stuff and then there panel lines will appear, and at the end i will add radio antennas, emblem... i will focus on the techy stuff for now.

    Thanks a lot by the ref pics, some good ones, poor guy that crashed that BMW? I still find it very hard to find some clear photos of suspension, some are too cluttered to see what is going on and other are too basic, heh.

    here is another updated, i was a bit busy but i had a bit of free time today :)

    I started making the underbody, I think this car will be RWD though I'm not sure, I don't know about cars. I might ask in some car forum, hehe

    22a68156fb84c33248d1ddfdaa968.png

    I made the boot a bit longer too...

    7af2b2d602217b778e0f05a579e06.png

    37fab988c87da10e1a3bb80d843cf.png

    here is the starts of the underbody. I hope I start the suspension soon, i tend to rotate the camera randomly instead of modelling

    94258b2aaba11c03a8050bd138e57.png

    little redesign on the rear bumper too. What does PC think?
  • Xoliul
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    Xoliul polycounter lvl 16
    Cool, nice update. That "poor guy" is actually a teenager that went on a little joyride with daddy's M3.
    For the suspension, there are some really good ones in there, the 3D renders are from BMW's website. You mainly need to simplify them. I used those exact refs to create this:
    Cougardetail01.jpg
    (ugly texture though)

    Edit: found an example with a good texture, less modeled stuff I think:

    08_update_18.jpg
    GT-R by Endo, a vehicle artist at R* North.

    Small remark about the diffuser at the back, those are usually a separate part in black plastic, not body color. You can see it on both images i posted.

    Oh and could you show a head-on image from the front? i get the feeling the angle of your windscreen is a bit too extreme.
  • Ack Master
    hahah love the underside ref :) hey find it where ya can and thats gold :)
  • JostVice
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    JostVice polycounter lvl 12
    been busy a few days, i progressed a bit on the underbody.

    Here are the pics about the front xoliul, tell me if anything looks bad. everytime i orbit around the car i find some weird bumpy looking surface... heh, i'm horrible.

    6d44d476f9164fd3a27e39d553b7e.png
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    blocked up the suspension a bit, and the engine and stuff. I decided i would go for a RWD car so I'm not sure if it looks stupid or not.

    I've found some more reference about the suspension and undercarriage, but it is totally complex to put on a vehicle model, and can't find the point of how much to simplify it without looking retarded. Thanks for those pics xoliul, your car looks damn good, the GT-R underbody is a bit too much clean and boring... might be these new cars.. no susp whatsoever too, hehe. Looks good though :)

    Talking about Rockstar i looked into GTA IV files and how the cars have the undercarriage... it is all textured, with a very lowpoly mesh, very simple:

    http://uppix.net/7/7/5/ce80cb487313515353d58096f3bd9.png
    http://uppix.net/e/c/2/351356ccad492fdc0d9a5cf4d1f71.png

    All the cars have the same underbody, even FWD cars (they don't have any axe.. maybe I'm being a bit too much clever on this but as far as I know the force can't be passed to the wheels in an invisible form, can it?) must be workflow thing, hehe :poly124:

    After looking at the GTAIV cars I'm thinking about changing my idea of how i was doing to do it, and maybe use a bit more boxy detailed and such, but I don't want to make it so simple.

    One thing though, how could i make a texture like that underbody? It looks like it was photosourced, but I don't have the money for a good camera neither to turn cars upside down for the photos, so Sub-D is the solution? what about all those cables and weird detail? If my plan is to do generic texture for all vehicles to use (like IV's approach) then how generic should it be?

    about the diffuser, it wasn't actually a diffuser with actual aerodynamic properties. Well, I don't know much about this but i just though it was cool, but it is really stupid i will change it, you tell me :P

    waiting for more comments... please :)
  • JostVice
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    JostVice polycounter lvl 12
    bump :) after long time, i'm back on this project as i want to finish it. Little update

    5dc3ca2a51a7e0dae0eb2a98103c0.png
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    I've fixed a few parts of the main chassis, adjusted the rear bumper and modelled a mirror. I don't like how the mirror connects with the door, so maybe i will remake that part.

    2a699912868389967d131391d5451.png

    And the underbody. Right now the car's floor is too down, even the differential (which is at the height of the wheel's center) is under that floor, i dunno what i could do to fix it, either lower the differential (so making the suspension compressed.. which i dunno is if ok) or fix the floor someway... :poly124:

    Also, how do games work with the vehicle scenes, how do they rig the suspension and wheels? Looking for examples :)
  • JostVice
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    JostVice polycounter lvl 12
    nobody loves me :(

    allright, i advanced a bit on the underbody but nothing much to show at the moment, I got some time and got the car in engine just for the fun of seeing it drive :)

    256c0cf41f9c5e32b3f3805cdeba5.png

    Anyone has any suggestion on car shader? right now the engine doesn't have reflections so maybe when they are implemented the car looks better. I'm thinking maybe to export with some Vertex Colors AO, it could give a less watered down look.

    And here i'm asking for some help if anyone would like to do a paintover.. i'm a noob and don't know how i could solve these situations: weird wires resulting on ngons and tris, giving a very bad shading. i've tried several ways but i'm running out of ideas.. if any pro could look at them. :P

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    thanks :D
  • ParoXum
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    ParoXum polycounter lvl 9
    Make your engine support custom normals (explicit normals) if it's not, so that even if you have ngons/tri whatever shading error, you are able to fake the shading you want. This also plays an important role on getting the reflection right as well.

    Generally on polycount when you don't get replies all the time it's because your work is ok, and there's not much to say on how to improve (to your PM).

    You might get more attention if you put an actual cubemap on that car to pimp. And it would also benefit you I think since you'll spot areas where it needs more definition that way.

    I think in general there's more definition needed overall, but it depends on what level of detail you want to end up. At the moment it's still fairly low poly on the areas that really need curvature support (especially around headlights/bump).

    temp7.jpg

    Basically it’s hard to judge without a proper refmap, because on your screens we might see some area as looking flat when it's not the case. So my feedback may be wrong as well.
  • JostVice
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    JostVice polycounter lvl 12
    Back after a long time :)

    Worked on those normals/geo issues, this is how the car looks now, the shading is much better, thanks Vincent

    ab4c8316e3a43d9baf8dc8751b2bc.png

    I've been working on all the engine/underbody part, and man, this is difficult. I've modelled more or less the lowpoly of the engine, but i'm not really happy with it, so i'm thinking later on when doing the textures, i will use this lowpoly as a base for an highpoly so i get a much richer model, so this is more of a blockout.

    eada9bb1334b3d99b04c4be83352f.png
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    I wasn't sure about how to fill some parts, so I went the GTA IV approach and made a 'plane' blocking the view, it doesn't look so bad, I wonder how will I texture that though.

    be41c6ee68a868f4cddec7bc18205.png
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    I am not sure if the suspension is too complex.

    All critics are welcomed, learned a lot while modelling this engine, but tell any tips or anything that you feel wrong :) thanks
  • butt_sahib
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    butt_sahib polycounter lvl 11
    Looking pretty good!
    Seems you could lose a whole loop on the boxes attached to the exhaust and be used else where. Like the front eg, or the headlights
    Just dropped in to tell you something i learned, if you start getting smoothing/lighting errors, usually removing loops and putting them back in does the trick often.
    You do need to work out those n-gons.
    The more evenly spaced loops you have, the better your results will be
  • JostVice
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    JostVice polycounter lvl 12
    The loops on the exhaust are only just for the looks at the moment, i plan on getting a normal map on them but while on the lowpoly i want them to look good :)

    I will try that with the loops for the shading. So far i've learned than I should have gotten the shading correct before adding so many loops, so i guess next car I make will be better :P

    I've fixed a few shading problems, fixed some ngons, rebuilt some parts, made the top more wide...

    8aade86d52b7c501b8e325b958005.jpg
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    Anyway, progress on interior, i've blocked it thoug there is lots to do. I'm using Tommy from VC to check the scale/position and i'm still not sure if it is correct...

    d0537b7011a32f47a8f2ba05a731a.jpg
    d6b1a598ae13eadddd53c55fee180.jpg

    All critics are welcome, any suggestion for the main chassis or interior modelling would be great :)
  • Drav
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    Drav polycounter lvl 9
    Just a few tips on your shader. Try and get normal maps working with reflections. If that is not going to happen (some engines dont like it, compression etc) try and include per pixel shading and reflections. Without these, the reflections and even worse, the specular is calculated from vertex to vertex. Complicated to explain, but in short, the quality is determined by the density of your mesh, and with 20k tris, its not very pretty.


    As for the model, i think your overall shape is ok, but you are ignoring all the details, the curves in the grilles, smooth lines etc. You can get away with this perhaps on a tank or an APC, but unfortunately, with modern looking car, the devil is in the details.

    In short, if you squint a bit it looks like a modern car, but upon opening your eyes, you realise its not very sexy.


    Note that i completely resisted analogies to looking at hot girls there? Modernman, down with the PC yo
  • JostVice
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    JostVice polycounter lvl 12
    I do not plan on adding normal map to the main car body, mainly because of the reflections artifacts because compression. Also I'm planning for a GTA-IV like detail, and they do not use normal maps on the main body.
    The engine has blinn-phong shading. I'm going to try and get a pic of it ingame, but sadly my GPU died and I'm on a laptop that can't run it :P

    I understand the grill is pretty boring, I'm planning on extruding it and with a normal mapped pattern texture it may look cooler. I would thank you a lot if you drawed over the pic what you meant :D

    I went on and modelled the rims. I would greatly appreciate if any of you paint on the wires, I think there may be unneeded tris. I plan on modelling a Highpoly version for baking a normal map, ideal for rims.

    e2449bbb824d054e6b77827d7430e.jpg
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    3a67613640f986c4ee84bd1c647a8.jpg
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    Each wheel is 1600 tris
  • Snader
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    Snader polycounter lvl 15
    I'm not 100% certain, but I think wheels are generally done with the help of normal maps, because they're small, complex, and can easily be instanced around the scene without being too noticeable.

    Don't forget details like gastank-cap, door handles, radio antenna, windshield wipers, rearview mirror, sunshield, side-indicators, manufacturer logo.
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