It's been a long while since i posted, but i thought id break the silence and share a current WIP of mine.
Ive been meaning to make a R32 for racer for along time, and back in 2003 or so it was the other project i was doing besides the trueno.. except i was never happy with the way it came out so i occaionally posted a teasing pic, but since i was too balls for public viewing i kept scrapping and restarting it... and up until recently the only decent part of the car id made was a stock wheel (wow challenging) Nothing to do with being a hard car to model, just lack of time/motivation etc..
anyways i started the current version a couple of weeks back, making bits and bobs during my lunch break since my home comp is dead in the water.. and so far i havent yet decided to bin the model and start again from scratch.
Im basing the car off my own car first, then im going to look at making the stock options.. which isnt going to be too hard since the only external difference is the carbon N1 lip, and wheels (and of course the stickers that add 1000bhp)
Since its going into Racer, my aim is no more than 30k for, alot yes, but this is for the external bodyshell, interior and underbody (kind of needed since the r32 has a high back end, and the fuel tank etc is exposed)
Im aiming for a higher polycount than the 19k i used on the r35, purely so i can add a few more 3D elements like cutlines and general detailing rather than relying purely on texture...
Overall not a bad looking model even if its not finished, but the textured bodylines etc, are a bit last gen :S, So upping the poly count for the 32 isnt such a bad thing
anyways, back to the actual car im making.
pics of the real car...
and the model
Being a tad in patient to see stuff finished, i decided to do a test render, so quick unwrap of the body with basic shading, some cheap and nasty textures and hit render... so far so good.
Some start on doing the texture work, thought i'd add some light bulbs to the main beam reflectors since they'd probably look a bit strange just being chrome but not holding a bulb once its in game..
Spend a saturday morning where it was fairly neutral lightwise and went out to get some texture shots of the lights and stuff, and started working on the light textures sine they're fairly simple to get done, the diffuser on the glass is currently just white lines with a few gradients, but im aiming to add a spec map and reduce the obvious lines in the textue so its more subtle (yeah it could be normal mapped with Cg shaders, but since i cant run them the aim is as simple as possible)
rear light cluster and reversing lights
overall shot of the rear, still WIP, but getting there slowly... the heater lines were a paint to get done, but at least they are true to life...