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

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  #21 (permalink)  
Old 02-22-2007
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Quote:
Originally Posted by Catlin
its a bit poly heavy for a game model.
sorry, i would have to disagree, i've seen MANY cars that have much much more polies and work perfect in game, in fact, the highest i've seen is a 350z with 320K polies, made for san andreas, works like a charm.. i believe the person who made it posted it in the rendering section a long while ago

EDIT: i found the thread, seems like you posted in it already, thats the 350z for san andreas, you can see for yourself the high quality

http://www.smcars.net/forums/renderi...ssan-350z.html

Last edited by mpfive : 02-22-2007 at 07:17 PM.
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  #22 (permalink)  
Old 02-23-2007
DragonArt DragonArt is offline
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Thanks for comments everybody.

@feral1: Thanks, man

@Catlin: I agree with mpfive. The car body has got 1500(+2000 for the wheels) polies right now, that's far from the polylimit of 10000.

@mpfive: Wow! I thought that my cars were polyheavy :S Today I try to finish the front bumper and fix the rearlights.

Last edited by DragonArt : 04-21-2007 at 04:40 AM.
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  #23 (permalink)  
Old 02-23-2007
DragonArt DragonArt is offline
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Just a small update. I also messed with the rims, and it would be nice to find a decent ones. The rim is Zinik Z70 Marcus.
Attached Thumbnails
rx-7-fortune-rx-7f5.jpg  rx-7-fortune-rx-7f6.jpg  rx-7-fortune-z70.jpg  rx-7-fortune-z701.jpg  

Last edited by DragonArt : 02-23-2007 at 09:22 AM.
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  #24 (permalink)  
Old 02-23-2007
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the roof is off a bit its mainly a symmetry problem! actually it shud form a gradual curve! where as its forming a 3 like curve. plz chk and rectify!
(why is there so much grain in the render? is some texture applied to it? just curious [])
regds
rahul


Last edited by rapheal9 : 02-23-2007 at 10:05 AM.
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  #25 (permalink)  
Old 02-23-2007
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Nice stuff man! But try and keep the distance between two edge loops roughly equal...as shown on the bonnet. Also, that polygon marked with a circle would do some reshaping. Adjust the triangulation so that the nasty diagonal will not show up. You should take care of this while starting with the plane or box itself so you don't have to waste time later on corrections and fixing dents.

All in all very nice shape coming! Just keep these things in mind and you'll keep ogling at your own outcome!

Cheers,
Sonnu.
Attached Thumbnails
rx-7-fortune-rx-7f6_corrections.jpg  
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  #26 (permalink)  
Old 02-23-2007
DragonArt DragonArt is offline
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@Sonnu: Some more progress. The diagonal in the roof is a smoothing issue. The whole car is just perfect in game.

@rapheal9: Um... sorry? The grain is from paint JPEG compressing

Please comment on the intakes in front corners of the car, it's the hardest part in the whole thing...
Attached Thumbnails
rx-7-fortune-rx-7f10.jpg  rx-7-fortune-rx-7f9.jpg  rx-7-fortune-rx-7f8.jpg  

Last edited by DragonArt : 03-06-2007 at 08:43 AM.
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  #27 (permalink)  
Old 02-23-2007
Sonnu Sonnu is offline
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Bonnet and overall geometry looks VERY MUCH better now! Can you continue that over all of the car's body? And I also forgot to tell you about the fan shape you got at the rear. If it works well in the game ignore it, but just be reminded that fan shapes are bad modeling practice...

The flat surface on the air intake can do with a lot less subdivisions. I don't know exactly what shape you are trying to give the air intake, so I cant comment much about that. But in general flat surface polygons can be reduced and reused over curved surfaces.

Great improvement!!! I assure you this wire is going to look sexy!

Regards,
Sonnu.
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  #28 (permalink)  
Old 02-23-2007
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I havn't read anybodies comments or anything but to fix that smoothing on your roof what you wana do is select edge tool than click on turn and turn that edge over there. That should do it.
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  #29 (permalink)  
Old 02-24-2007
DragonArt DragonArt is offline
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Now when the front bumper is done, I'm moving to the windows and glasses. I have attached few pictures of the car. Take a look in the side, the sharp line running through the side of the car fades out and reappears just after the front wheelwell. What can I do to fix this? And what's up with the bonnet, the "seam" in it smudges out after the front bumper. Just look at the wires, it is there. I also rendered some clays to get you the idea how the car looks in game.
Attached Thumbnails
rx-7-fortune-rx-7f12.jpg  rx-7-fortune-rx-7f13.jpg  rx-7-fortune-rx-7f14.jpg  rx-7-fortune-rx-7f15.jpg  rx-7-fortune-rx-7f16.jpg  

rx-7-fortune-rx-7f17.jpg  rx-7-fortune-rx-7f18.jpg  

Last edited by DragonArt : 03-06-2007 at 08:43 AM.
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  #30 (permalink)  
Old 02-25-2007
DragonArt DragonArt is offline
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I've run into another problem. I would like to get rid of those tri's(look at the attachment) and I haven't been able to figure a way to do it. Oh, RedStar, I'm sorry, but turning the edge didn't work...
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rx-7-fortune-prob.jpg  
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  #31 (permalink)  
Old 02-25-2007
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heres a solution
prob not the best solution as it gets rid of a line of edges on the roof of the car but thought i would post it anyway.. good luck and hope it works
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rx-7-fortune-prob.jpg  

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  #32 (permalink)  
Old 02-25-2007
DragonArt DragonArt is offline
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Thanks, marty-bett, I'll fix it today.
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  #33 (permalink)  
Old 03-04-2007
DragonArt DragonArt is offline
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Sorry for lack of updates. I've been really busy, but now I have more time to model(it's winter holiday in here, Finland). I have marked all problems with red in two images(clay and clay-wire blend).
Attached Thumbnails
rx-7-fortune-rx-7blendproblems.jpg  rx-7-fortune-rx-7clayprob.jpg  

Last edited by DragonArt : 03-06-2007 at 08:43 AM.
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  #34 (permalink)  
Old 03-04-2007
DragonArt DragonArt is offline
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Very small update and a top view(slightly offset angle is preventing copying). Please comment on the wire. Any posts greatly appreciated.
Attached Thumbnails
rx-7-fortune-rx-7clay2.jpg  rx-7-fortune-rx-7wire2j.jpg  
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  #35 (permalink)  
Old 03-05-2007
DragonArt DragonArt is offline
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Another small update. Any C&Cs still appreciated. I need comments especially on the wire.
Attached Thumbnails
rx-7-fortune-rx-7blend.jpg  rx-7-fortune-rx-7blend2.jpg  rx-7-fortune-rx-7clay.jpg  rx-7-fortune-rx-7clay2.jpg  
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  #36 (permalink)  
Old 03-05-2007
DrumBoPing DrumBoPing is offline
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for not having smoothing it looks really good





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  #37 (permalink)  
Old 03-06-2007
DragonArt DragonArt is offline
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I have been messing with rims lately, and this is what I came up with. I know that the wheels are very polyheavy (950 polygons/wheel(rim+tire)), but as the car body has got only 2000 polygons right now and it is almost finished, it should be acceptable. I have got one problem with the rims - the bolt pattern seems to be a little off the center. I have spent almost hour already positioning the pattern, but it is hard without any guide and Photoshop. Could somebody help me positioning the bolts? I have attached a zip with the current texture and UV-map render inside. Thanks for comments and possible help with the texture.
Attached Thumbnails
rx-7-fortune-rimwire.jpg  rx-7-fortune-rimrender.jpg  
Attached Files
File Type: zip rim.zip (6.00 MB, 3 views)
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  #38 (permalink)  
Old 04-21-2007
DragonArt DragonArt is offline
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Sorry for lack of updates, I had to take a little break from modeling, because of a school project, but here's a little update. I have remodeled 70% of the rear bumper. Hope you guys still have interest in this project.

DragonArt

PS. Have I mentioned, that this is my first real attempt at car modeling?
Attached Thumbnails
rx-7-fortune-rx712.jpg  
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  #39 (permalink)  
Old 04-21-2007
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not bad anyway youve got alot of work here
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  #40 (permalink)  
Old 04-21-2007
DragonArt DragonArt is offline
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PunkGuy: What do you mean?
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