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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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  #1 (permalink)  
Old 09-03-2008
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Valentin_N Valentin_N is offline
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Dacia Logan facelift - Maya & Photoshop

Hi guys,

Here's a project I've been working on for some time. I decided to make it my pet project so I'll be working on it for a longer period of time, without worrying too much about time constraints
I'll put quality above speed on this one, so your critics are very welcome!
Without further ado, here is the Dacia Logan facelift! The model will eventually make it into a game, don't know which one yet.
These are some screenshots of the first stage: the high res modeling.








Stuff worth mentioning:
1. This highres mesh is only meant to serve as a source of normal map and ambient occlusion for the low resolution ingame model
2. Don't mind the windows and tires, those are just placeholders for the moment

What's next?
1. Ingame model, complete with interior, engine detail, trunk, underside and detachable parts for an eventual damage model.
2. UVs for each of these parts.
3. Generating the normal map and ambient occlusion map for the exterior of the car using the high res model in this post
4. Texturing.
5. Exporting the car to a game. I'm waiting for suggestions here, I only did some cars for NFS 4 and GTA Vice City. Any other games I should consider?

Hopefully you'll enjoy this!

Thank you!
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Old 09-03-2008
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It looks nice and smooth, without many polygons. I guess its pretty much the same Im planning to do with my Impala. Not sure about the normal map, if GTA4 supports them I finally have a good reason to try them out. Good luck with your car, sounds like an interessting project for me, althought its a Dacia
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Old 09-03-2008
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From what I've seen in the Xbox and PS3 screenshots, GTA4 doesn't use normal maps on car bodies, just on details like tires . The reason is that the limited colors per channel in a 24 bit normal map (just 256 values per channel) is not enough to convey the smooth curves and variations of a car body. Usually, you get some nasty artifacts because of this, so developers tend to avoid them.
Even with these constrains, I'm doing this car in both high and low res so I can export it to a game and if needed, whip out some cool looking "shiny" renders of the high res model
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Old 09-04-2008
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Nice work,it could be converted to Gta Sa or Gta IV,once that can be modded,and you can use the normal map as a simple texture over the model,in white and light grey shade,and make that color compatible ingame,I did some converts which had almost photo textures over them.
Also,in Gta Sa,u can use a car up to 120 -140k,and not lagg the game.

Examples:

http://i32.photobucket.com/albums/d3...00benz_001.jpg
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Old 09-04-2008
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Wow, 120k, that's a lot!
Good to know I can use that many polygons for the low resolution version, but I'll try to keep mine under 20k with all the separate parts, engine, etc.
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Old 09-04-2008
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Looking good sofar and is also interesting project even the car is rather dull

20k should be good enough if you're gonna use normal maps, too bad there aren't any new car games where you could use them though
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Old 09-04-2008
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It is dull, I should know better, I own one (no facelift though). It's cheap, reliable, has bucketloads of space inside and a giant boot. On the bad side, interior quality is not the best, and the car is not that fast, even though I got the "top" engine, a 16 valve 1.6L with 107 hp. Does 60 mph in about 10s
There are news of a sporty 133bhp version next year with the Renault Twingo RS engine! That should be interesting...
On the "game" side, I'm trying to see to which extent are normal maps supported in rFactor. Too ban the tools for the game lack support and there are not many totorials describing how to convert cars for it
Man, developers really need to do a car game that has official support for add-on cars! The market definitely exists!
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Old 09-06-2008
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I was going to go straight to doing the lowres but I couldn't help myself so I added some more stuff on the high resolution model.

First image:
1. Interior of the headlights (not final yet)
2. Honeycomb grill
3. Plastic bumper detail next to the projector light.

Second image:
1. Small signal on side fender
2. Door lock
3. Black plastic detail on door frame.

Third image:
1. Stoplight interior
2. Chrome trunk lid detail
3. Tailpipe

Hopefully I can start the low res mesh early next week, unless I end up adding more details to the exterior...
Attached Thumbnails
dacia-logan-facelift-maya-photoshop-loganfacelift7.jpg  dacia-logan-facelift-maya-photoshop-loganfacelift8.jpg  dacia-logan-facelift-maya-photoshop-loganfacelift9.jpg  
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Old 09-13-2008
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Well, after a week of work @ work, I found some time to do the low res version of the car.
I only managed to do the interior and wheels today but the rest are coming soon. I think I can get the entire car with interior, engine detail, underside and suspensions somewhere under 20k triangles.
Attached Thumbnails
dacia-logan-facelift-maya-photoshop-loganfacelift10.jpg  dacia-logan-facelift-maya-photoshop-loganfacelift11.jpg  dacia-logan-facelift-maya-photoshop-loganfacelift12.jpg  
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Old 09-13-2008
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Very nice polyflow it has, maybe doors could have one vertical edge on them though?
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Old 09-13-2008
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It looks sweet, cant wait to see it with the normal map.
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Old 09-13-2008
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Great attention to detail, hopefully the texture will compliment your modeling.
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Old 09-14-2008
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Quote:
Originally Posted by Johnas View Post
Very nice polyflow it has, maybe doors could have one vertical edge on them though?
If I use normal maps, that loop won't matter, as the lightning will be calculated on a per-pixel basis.
If I decide to put the car in GTA: SA or a similar game that does not support normal maps, I'll make sure I add some extra edge loops to ensure the specular highlight will have a nice flow on the surface

And thanks for the all the kind words guys!
You'll love the model with normal and ambient occlusion maps, trust me
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Old 09-14-2008
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Ah yes of course and indeed I'm sure it will look marvellous with all the fancy maps
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Old 09-22-2008
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Due to some small issues like lack of free time, I'm forced to put this project on hold until the end of the week.
I'll be back with the finished low poly model and the UVs this weekend hopefully
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Old 09-24-2008
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thats an interesting project
unique car choice, very rare use of normal map for a car (for me its for the first time )
is there a normal mapped interior in plan?
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Old 09-26-2008
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Yes, the interior will also have a normal map, but that will be generated in Photoshop or Crazybump probably as I do not plan to build a high resolution interior.
And for some good news: I have one free weekend ahead, I think I'll have some time for an update
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Old 09-30-2008
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Hi guys,

I'm finally back with an update after a flu filled week
I decided to amp up the low-res exterior. I've added new polygons to make the exterior look as good as possible without a normal map. Truth is I do want this car to be released for a game, so the chances of actually using the normal map are pretty slim I'll still do a version with normal maps, but this current version will be my main focus from now on.
There's also some interior visible in the screenshots. Unfortunately, the dashboard and steering wheel are from the old version of the Logan. I'll post complete interior pics on the next update alongside underside, enginebay and trunk details.
I couldn't resist without some normal maps though so I added a screenshot of the wheel in high-res, low-res and low-res with color and normal maps . BTW the textures for the wheel are 512x512 right now.
Attached Thumbnails
dacia-logan-facelift-maya-photoshop-loganfacelift13.jpg  dacia-logan-facelift-maya-photoshop-loganfacelift14.jpg  dacia-logan-facelift-maya-photoshop-loganfacelift15.jpg  dacia-logan-facelift-maya-photoshop-loganfacelift16.jpg  dacia-logan-facelift-maya-photoshop-loganfacelift17.jpg  

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Old 09-30-2008
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