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…
cheers for that, thats why i revised the model that looks like a toy car, as i werent happy with it. Thats the problem i'm improving my modelling and i need to add those hard edges to the models. Cheers
Yeah i think the reason for the first high poly one, i seperated the blueprints and thats what i think made the model look tall and not wide enough, but i'm pleased with the revision model. As the blueprints stayed as one this time lol.
as far as I can tell even now no subdevision modeling is used in GranTourismo 5 because it would be a waste of polygons and smoothes alot details that dont need to be smoothed. 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…
I think that the major problem with your initial high poly car (other than the lack of hard edges) is that it's a bit too tall and not wide enough. Your revisited model is much better looking tho, finish it and it could look really cool.