
But I figured since I'd done little constructive or picture related posting on the board I'd show you the reason you've all been happily going along without my usual tedious brand of evil cartoon character shops.
The pictures are taken from preview window of a pretty crude modeller so there's no filtering, transparency and so forth and it really is shite at doing edges. The car is intended for a modding project and has a lot more work to be done, (Wheel UVs, rear susp assembly, and you'll be glad to know I'm not going to be doing the final textures.) but enough of my excuses, enjoy!

Click to moresizenessify
The cool part is that underneath the bodywork the engine and internals are almost fully modeled just incase you strip the car against a barrier or such.
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Sat 13 Aug 2005, 16:40,
archived)
The pictures are taken from preview window of a pretty crude modeller so there's no filtering, transparency and so forth and it really is shite at doing edges. The car is intended for a modding project and has a lot more work to be done, (Wheel UVs, rear susp assembly, and you'll be glad to know I'm not going to be doing the final textures.) but enough of my excuses, enjoy!

Click to moresizenessify
The cool part is that underneath the bodywork the engine and internals are almost fully modeled just incase you strip the car against a barrier or such.

I'm tempted to re-render my fararri shark nose now that I know how to bring it to life. Was the first thing I ever modeled and was in maya.
edit: here's the original render


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Sat 13 Aug 2005, 16:41,
archived)
edit: here's the original render



I spent a lot of time bugging an unfortunate modeller friend to let me play with her proggy tools and give me a few tips on the way. The original shape was made in Rhino, reduced in 3DS, tidied up in Zanoza and UVmapped in UVMP and if that wasn't enough its final destination is the Gmotor 2 engine. (Rfactor)
Ooooh, that is pretty
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Sat 13 Aug 2005, 16:43,
archived)
Ooooh, that is pretty

I've given max and a few OSS modelling programs but none of them match maya, not even max. Download the maya PLE, follow all the tuts and you'll be able to make anything you like within a few weeks :)
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Sat 13 Aug 2005, 16:45,
archived)

that's exactly what she said too but I decided for now to stick with the easier to learn ones as time was a factor.
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Sat 13 Aug 2005, 16:47,
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but I do suggest you learn it, games and films companies love maya so it will make you very employable.
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Sat 13 Aug 2005, 16:50,
archived)

It's headed for a game, as I said, but yeah, the poly limits are really frustrating.
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Sat 13 Aug 2005, 16:45,
archived)

what most people don't tell you is there is a wonderful thing called normal angle (i think). It determins how the light reflects off a face. With a high number it treats a face and the surrounding faces as a smooth surface rather than several jaged faces.
What looks pants on 0degrees looks really fantastic when you bump the angle to anything above 70ish.
This model has a lot of smoothing but only about 3000 polys


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Sat 13 Aug 2005, 16:48,
archived)
What looks pants on 0degrees looks really fantastic when you bump the angle to anything above 70ish.
This model has a lot of smoothing but only about 3000 polys



Generally I try to get the car as smooth as is possible so it can use a generic algorythm and look good otherwise import/export becomes a nightmare as other programs mess around with points. Most of the polys go on the tyres, the steering wheel and the most nightmarishly hard thing to model low poly style, the exhaust branches.
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Sat 13 Aug 2005, 16:51,
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so that's why I stick to my lovely friend, maya.
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Sat 13 Aug 2005, 16:53,
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any tips for me? All Michele gave me was "Don't cross the sreams!" Or maybe that was ghostbusters...
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Sat 13 Aug 2005, 17:19,
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The car looks a bit narrow though. Maybe that's just the software?
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Sat 13 Aug 2005, 17:07,
archived)

It's basically a ficticious junior formula car so the design is more basic and streamlined
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Sat 13 Aug 2005, 17:10,
archived)