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Work in Progress: Video Game and Real-Time Show your lowpoly or game models here that you are working on

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  #61 (permalink)  
Old 07-10-2006
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Fixed the roof, not sure if it's seen here.. Note that the windowtrims will be done with transperancy maps. But anyway..

Zachary: f/r.. what? :?

Here is the one with normals, and unwrapped. Some places are mapped a bit wobbly, etc or have too sharp normals, but I'm 100% sure the textures can take care of that.





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  #62 (permalink)  
Old 07-10-2006
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f/r = front/rear ... i guess

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  #63 (permalink)  
Old 07-10-2006
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wow

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  #64 (permalink)  
Old 07-22-2006
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Looks awesome . I wanna see it go in racer.
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  #65 (permalink)  
Old 07-23-2006
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Quote:
Originally Posted by NightEye
Zachary: f/r.. what? :?
front/rear ends :roll:

i could take some ref pics of vettes body if i can find it (i have 1:16 scale plastic model kit of '67 Corvette @ somewhere)
but anyways these areas seems to be bit to flat/missing some shape on your model.

[edit]
also windshield seems to be just bit off from top part. but indeed this car is quite tricky to model, i also have one of these corvettes wip too ('66 bb version) hopefully it ends up to mafia in someday


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Last edited by Zachary : 07-23-2006 at 01:03 PM.
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  #66 (permalink)  
Old 07-28-2006
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Zach, you're right.. But I didn't fix it, really lost interest the last few days (hence the little ugly things)..
I kinda rushed on the interior texturing, but does the job, I think

I forgot to make a transperancy map for the steeringwheel, but I don't really care
Oops, I just noticed I forgot the little grills near the windshield too.. And the gap for the exhausts..

Polycount:
4986

Textures:


Wires:


Renders:


New one for Tigga



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Last edited by NightEye : 07-28-2006 at 07:15 PM.
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  #67 (permalink)  
Old 07-28-2006
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Not bad at all...

However, the same thing I said for ML's render goes for yours. You really should desature them a bit.

/e:

That's better Even if the saturation isn't all that reduced, well anyways, it's looking good.


/e2:

This here is more what I mean:


I just took out a tiny bit of saturation and contrast.
Your renders looks as if you just set the color RGB# 0 0 255 (Full blue) / RGB# 255 0 0 (full red) for your car. You should never doo that, it makes it look very artifical and plastic-like.


Last edited by Tigga : 07-28-2006 at 07:35 PM.
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  #68 (permalink)  
Old 07-29-2006
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Wow nice!
But interior texture could be better as you said, and since you had 14 polygons left, you could have mapped the logos to flat planes with higher res logos, that would have made 'em look much sharper. I like the way you mapped the body, it gives the car very sharp looking doorlines.
A great model but no contest winner I fear...
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  #69 (permalink)  
Old 07-29-2006
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@superwes: Yeah I know, I kinda rushed it. Didn't want to quit the contest, but wasn't gonna win anyway

@Tigga: Hmm yeah, that looks better indeed For the next one, I'll remember that


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  #70 (permalink)  
Old 07-29-2006
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Good job, even though I not a real Vette fan but the red one looks great.

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  #71 (permalink)  
Old 07-29-2006
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hmm i must say its very impressive! u can also give the shutlines some depth by giving it h bump map and placing ur shutlines in it , it will appear as if those have been cut to the model


neways lovely model great choice of car!
regds
rahul

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  #72 (permalink)  
Old 07-29-2006
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Rapheal, I know, but bumpmaps aren't allowed


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  #73 (permalink)  
Old 07-29-2006
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fukken aye mate looks gorgeous
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  #74 (permalink)  
Old 07-29-2006
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ohh ok i didn't know silly me

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