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Sports Car Model
Sports Car Model
| Name: | Proto | |
|---|---|---|
| Date Posted: | Mar 21, 2007 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Proto |
Blog post
I plan to extend my research on the DTS format by applying what I've learnt from my forest models to a sports car.
- I plan to use Lightwave as my modeler and will test adaptive subdivision (creating multiple levels of detail from the the one mesh) on a more complex form.
- I plan to do a lot of work of the textures to get the best "car finish" quality I can muster in TGE.
- I'm not making a copy of any particular car model or manufacturer and expect that the end product will be able to be used in a wide variety of situations without any design or trademark infringements.
- I plan to include three levels of detail and animated textures.
I expect to have a working prototype within a few weeks.
Work in progress:

The mesh is mostly built and happy with the overall car design. It's been a challenge to align the polygons on the source model so that the car surface doesn't look "dented" on the dts and I'm not happy with the results yet. This undesirable effect is especially noticeable with reflections on my low poly surfaces in ShowTool Pro and may require some model reconstruction to work around.
I've not gotten a convincing glass reflection into ShowTool Pro yet, as I'm still getting some default grey showing up in my semi-transparent and reflective glass textures.
- I plan to use Lightwave as my modeler and will test adaptive subdivision (creating multiple levels of detail from the the one mesh) on a more complex form.
- I plan to do a lot of work of the textures to get the best "car finish" quality I can muster in TGE.
- I'm not making a copy of any particular car model or manufacturer and expect that the end product will be able to be used in a wide variety of situations without any design or trademark infringements.
- I plan to include three levels of detail and animated textures.
I expect to have a working prototype within a few weeks.
Work in progress:

The mesh is mostly built and happy with the overall car design. It's been a challenge to align the polygons on the source model so that the car surface doesn't look "dented" on the dts and I'm not happy with the results yet. This undesirable effect is especially noticeable with reflections on my low poly surfaces in ShowTool Pro and may require some model reconstruction to work around.
I've not gotten a convincing glass reflection into ShowTool Pro yet, as I'm still getting some default grey showing up in my semi-transparent and reflective glass textures.
Recent Blog Posts
| List: | 08/02/07 - Furniture modelling 07/11/07 - Goth Models - Cat (spirit familiar) 05/01/07 - Player model - witchypoos 03/21/07 - Sports Car Model 02/27/07 - Seasonal Forest Models |
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Submit your own resources!| Maxim Lyulyukin (Mar 21, 2007 at 06:56 GMT) |
also need to outline details by cutting edges around them and adding additional loop
| Jameson Bennett (Mar 21, 2007 at 13:26 GMT) |
To get rid of 'dents' you should be viewing your model and exporting with smoothing enabled. I am not familiar with lightwave and do not know how to do this in that app... Im sure some digging in the forums or docs will get you there.
Not sure what maxim means by tri-stripping: you arent showing any tri-stripping. He may mean edge flow.
I would avoid the subdivision levels for export, you are not gaining any detail by using it (unless you are eventually going to export normal maps of your high res details). Just make sure you have a good silhouette not showing poly edges and corners.
Nice work so far.
| Bobby Leighton (Mar 21, 2007 at 13:31 GMT) |
| Allyn "Mr_Bloodworth" Mcelrath (Mar 21, 2007 at 13:59 GMT) |
Very usefully, and keeps all vertex mapings intact... So, model once, and create endless LOD's easy. (some tweaking necessary)
http://amber.rc.arizona.edu/lw/qemloss3.html
Edited on Mar 21, 2007 14:00 GMT
| Steve Flowers (Mar 22, 2007 at 01:48 GMT) |
| Proto (Mar 22, 2007 at 23:06 GMT) |
Edited on Mar 22, 2007 23:30 GMT
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