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Work In Progress: Rendering and animation Show off your projects you are working on

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  #1 (permalink)  
Old 12-01-2006
Mimigu Mimigu is offline
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Porsche RS Spyder (2007)





The first render (wireframe) was taken a while ago and I have updated the model a lot since.
The last render (the dark red one) is very recent, although it is a bit dark and quite blurred so that you can't really see anything

But you can comment on the model from the second render. Also you can comment on polyplacement in the first render.

For accuracy crits, the Porsche RS Spyder (2007) website is here
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Old 12-02-2006
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nice job mimigu i can see you have improved quite some the last render is ok but just try to leave out the lamish lense flares they do look kinda cheap.

let's see a wireframe that is up to date

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Old 12-02-2006
Mimigu Mimigu is offline
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As you say, a wireframe that is up to date:

In case you haven't noticed, I had also made the hole in the "headrest" next to the driver seat.
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Old 12-03-2006
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where'd you get those wheels from? they look way to high poly for the model overall.

check my attachment, i marked the areas that are simply too detailed, you just wouldn't notice the roundness ingame (if you are planning to import it into some game)

you did a fine job overall but i'm not experienced enough with low poly models, as to how i could give you better advice
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porsche-rs-spyder-2007-rsspyder4.jpg  

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Old 12-03-2006
Mimigu Mimigu is offline
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I modeled the wheels myself... they are my 4th set of rims. The tyres are way too highpoly because I took them from my 3rd set of rims. The only reason why I didn't make new tyres is because I'm too lazy to remap the tyres to texture, but I may consider doing it soon because it lags.
At first, I tried to make this model relatively high-poly, not intending to put it into a game. However, there are so many details missing. And I haven't plucked up enough courage to model the back of the car (!), or to model the interior (!!! !!! !!! !!! !!!). The back of the car would be relatively easy, but the interior (!!! !!! !!! !!! !!!) contains such a complicated array of fascia!

And thank you for the advice.

Update soon. (But I only get to model 2 hours a week so maybe there won't be an update that soon)
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Old 12-04-2006
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the model looks good for a low poly look, it seems your going for that... decent job with it





<b>speed kills, so go faster</b>
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Old 12-05-2006
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Thanks.
I should be getting an update ready soon, but then again, I can only model on saturday mornings so... yeah. I can't really give an update.
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Old 12-09-2006
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A minor update:



Sorry for no anti-aliasing.
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Old 12-09-2006
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ground can be improved by either better texture or some more model details ..but about the modellin of the car ; it looks cool ...keep workin..
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Old 12-10-2006
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wow these renders are very nice, good job

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Old 12-10-2006
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Next, I'm going to model the interior, the rear, and the details.
I have been looking for reference pics, but so far I only have around 10 (all high resolution).
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Old 12-16-2006
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Made this weird render

for the physics homework on Hooke's Law.
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Old 12-17-2006
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lol nice one

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Old 12-17-2006
Mimigu Mimigu is offline
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When my new Intel Core2 Duo 2.40GHz, 2GB DDR2 667MHz RAM, Geforce 7900GS, 19" 1440X960 LCD, 320GB 7200RPM HDD ships, I will resume modeling. As of now, my SiS M760 graphics can't handle the 10,000 poly model.
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Old 12-17-2006
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haha nice new system maybe move on to high poly modeling in a more serious program?




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Old 12-17-2006
Mimigu Mimigu is offline
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Exactly my point. I may want to totally switch to 3DS Max, do high poly modeling, and read that thick 3DS Max Bible which has been lying on my desktop for months.
But since this model was made with triangles, I may want to scrap it and instead start a new model with max.
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Old 12-27-2006
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I did this for fun

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Old 12-28-2006
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nice one! headlights could use some work though.

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Old 12-28-2006
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you are getting there keep up the good work
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