Low poly car

Low poly car

Re: Low poly car Posted by ReNo on Fri Nov 4th 2005 at 2:55am
ReNo
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Posted 2005-11-04 2:55am
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Hey guys, for a uni project on network games I'm making a simple top
down racer style thing, like Micro Machines / Mashed. Obviously it's
gonna require cars, so I figured it was about time I got around to
learning how to use 3dsmax. I followed a tutorial I found on box
modelling a car (azelito linked to it once), used it to get the jist of
things, and then stopped following it and started changing stuff. The
tutorial was going off into hi-poly territory, which isn't where I
wanted to be going given this is to be used in a game. The tutorial was
to build a Nissan 300zx, but as this is a top down racer I am going to
be building, I wanted to avoid making a real car and instead make
something somewhat more exaggerated. Still work to be done - rear wheel
arch and rear bumper in particular - but hey, it looks like a car so
I'm happy :smile: Current polycount is 292, or 602 triangles, though will
probably be bumped up by another 100 with the still to be added body
parts. Any comments and suggestions welcome.

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Re: Low poly car Posted by French Toast on Fri Nov 4th 2005 at 3:02am
French Toast
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Posted 2005-11-04 3:02am
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Very good. I remember my first (well, and last attempts) kinda very were bad.

:smile:

Anyhoo, I kind of lost interest in modelling (damn short attention span)

w00t!
Re: Low poly car Posted by Crono on Fri Nov 4th 2005 at 3:02am
Crono
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Posted 2005-11-04 3:02am
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Get texturing?
Blame it on Microsoft, God does.
Re: Low poly car Posted by Addicted to Morphine on Fri Nov 4th 2005 at 3:59am
Posted 2005-11-04 3:59am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Looking good Reno. If you can make your game anywhere near as fun as Micro Machines was, you'll be golden :smile:

Good luck!
Re: Low poly car Posted by ReNo on Fri Nov 4th 2005 at 7:47pm
ReNo
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Posted 2005-11-04 7:47pm
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Updated the car a bit, and the model is now, I think, complete. I'm
tempted to improve the sides a bit, perhaps by modelling the windows,
but I think that would just bump the polycount into unnecessarily high
territory. It already stands at 480 polys (1010 triangles), which is
more than I had hoped for but probably fine.

User posted image

User posted image

AtM, considering that the coursework is worth 30% of one of 8 modules,
I doubt I'll be putting in the effort to rival micro machines :biggrin: Thanks
for the luck though - never made any sort of racing game before so I'll
probably need it!
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Re: Low poly car Posted by Captain P on Fri Nov 4th 2005 at 9:23pm
Captain P
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Posted 2005-11-04 9:23pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Heh, looks good. Maybe those wheels are a bit small compared to
their... their... well, the place they fit in, but maybe that's part of
the style and it's not really looking bad anyway. So yeah, looks good
so far. :smile:
Create-ivity - a game development blog
Re: Low poly car Posted by ReNo on Sat Nov 5th 2005 at 4:23am
ReNo
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Posted 2005-11-05 4:23am
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The wheels couldn't really be any bigger and fit - the fill the wheel
arches fully as they are. I think its more the exaggerated wheel arches
(so that they can actually be noticed from the typical view distance)
that make them look small, but I don't really find they do personally.

Anyhow, I played around with tweaking the model, unwrapping, and a
little skinning. All of this is a learning process for me in max so
I've not exactly been speedy about it, and the skin is very early work
(note the unskinned wheel arches/wheels, as well as the crapness of
most of it!). Hopefully I'll make a dozen skins or something and have
them selectable by the player (maybe 4 different colour schemes of 3
different designs, each representing different tuned vehicles?).
Anyhow, here's an update picture...

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Re: Low poly car Posted by Naklajat on Sat Nov 5th 2005 at 9:10am
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Posted 2005-11-05 9:10am
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Looking very nice! Simple, but well done. Though without windows you'd
have pretty poor visibility on the sides :razz: perhaps put those in the
skin. I also have a suggestion for a design to base one of the other
models on: a Le Mans type race car! like
this
(122K, sorry I'm too lazy to resize atm). Though I fear it might
require a poly count thats out of a usable range. What base engine will
you be using for this game?

Much better than I could have done at the peak of my 'expertise'. I did
some stuff with GMax (free version of 3DS Max) for a month or so when I
was 13. I actually started with trying to make a car, then tried making
a head, and both were rather ugly. I never got to the skinning part
before I lost interest though.

Good luck on your project!

o

Re: Low poly car Posted by azelito on Sat Nov 5th 2005 at 11:05am
azelito
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Posted 2005-11-05 11:05am
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Looking good Reno, that model is well peformed.
"Azelito, stop being a f**king bitch. All I see you do is complain and insult people in your recent posts. We don't care, go find a razor you emo pansy..." -Windows98
Re: Low poly car Posted by ReNo on Sat Nov 5th 2005 at 3:43pm
ReNo
5457 posts
Posted 2005-11-05 3:43pm
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
You know, a Le Mans car could be cool actually, and would be quite
different to model than the car above, so I may give it a shot. Thanks
for the suggestion :smile: I'm gonna try painting on some side windows as it
does look very plain at the sides just now. I'll also put on some fake
company decals and things to make it a bit more interesting.

The game itself won't be based on any engine, I'm gonna make it myself
probably using Direct3D or perhaps OpenGL. It won't be anything
particularly great - the coursework isn't at all about the game but
about your network architecture, lag compensation, etc... - but I hope
to make it reasonable in order to have it for my portfolio.

Thanks for the feedback guys :smile:
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Re: Low poly car Posted by azelito on Sat Nov 5th 2005 at 7:03pm
azelito
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Posted 2005-11-05 7:03pm
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Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Make this:

User posted image

Here's a lot of other car references. http://www.tutorials3d.com/eng/blu_index.asp
"Azelito, stop being a f**king bitch. All I see you do is complain and insult people in your recent posts. We don't care, go find a razor you emo pansy..." -Windows98
Re: Low poly car Posted by ReNo on Sat Nov 5th 2005 at 7:05pm
ReNo
5457 posts
Posted 2005-11-05 7:05pm
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Making a convertible kinda means making a driver too though, which
makes things a bit too tricky :razz: Thanks for the link though - I'd seen
some other blueprint sites but that one seems really good.
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Re: Low poly car Posted by OtZman on Sat Nov 5th 2005 at 9:46pm
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Posted 2005-11-05 9:46pm
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Looks good ReNo. I'm looking forward to see the finished game. :smile:
What the Snarkpitters listen to!
Re: Low poly car Posted by French Toast on Sat Nov 5th 2005 at 11:07pm
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Posted 2005-11-05 11:07pm
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Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Psssh, make this!

<a href="http://img393.imageshack.us/img393/5700/indexphp7xp.jpg" target="_blank">User posted image</A>

User posted image
Re: Low poly car Posted by Andrei on Sat Nov 5th 2005 at 11:56pm
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Posted 2005-11-05 11:56pm
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I think my brain's malfunctioning again: I'm actually hating that vehicle's design (intensely)!
Re: Low poly car Posted by Addicted to Morphine on Sun Nov 6th 2005 at 12:22am
Posted 2005-11-06 12:22am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Maybe because it looks like a giant automotive phallus.

I guess they're unabashedly marketing it for those mid-life-crisis types.
Re: Low poly car Posted by French Toast on Sun Nov 6th 2005 at 2:04am
French Toast
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Posted 2005-11-06 2:04am
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Some images in this post have been automatically down-sized, click on them to view the full sized versions:

It's impracticle (man, I know that's spelt wrong) but it's still cool...

... to me at least :smile:

Hows about this pimping craft?

<a href="http://img364.imageshack.us/img364/9506/aifrontstylingbig4ah.jpg" target="_blank">User posted image</A>
Re: Low poly car Posted by ReNo on Sun Nov 6th 2005 at 3:44am
ReNo
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Posted 2005-11-06 3:44am
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Blah, didn't really do much today. I might upload the UV maps and let
anybody who wants to play around with skinning the beast - my 2D art
skills are pretty appalling :sad:

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Re: Low poly car Posted by French Toast on Sun Nov 6th 2005 at 3:48am
French Toast
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Posted 2005-11-06 3:48am
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I vote you add some windows on the side, it'll make it look twice as good.

And by the way, I really doubt your skills are worse than mine :smile:
Re: Low poly car Posted by fishy on Sun Nov 6th 2005 at 4:11am
fishy
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Posted 2005-11-06 4:11am
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post the uv map reno, and we can have a competition to paint your car.

the winner can get to feel that special feeling that only the winner of a competition with no real prize can feel. :smile:
i eat paint
Re: Low poly car Posted by Naklajat on Sun Nov 6th 2005 at 8:27am
Naklajat
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Posted 2005-11-06 8:27am
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the winner can get to feel that special feeling that only the
winner of a competition with no real prize can feel.
For clarification, is that the feeling of, "I just got tricked into
making something for someone else without anything to show for it."? or
"Helping others is a reward in itself."? What about "The recognition
and reputation is well worth the hours spent."? Or maybe, "I can't
believe I'm so idle that I compete for nothing."

Edit:

I would also try my hand at making a skin for the car, with my 1337 PS skillz (or lack thereof).

o

Re: Low poly car Posted by Crono on Sun Nov 6th 2005 at 9:02am
Crono
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Posted 2005-11-06 9:02am
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I think Fishy, of all people, could tell you that recognition only makes people ask you for more free work.

The amount of model requests you get is ridiculous.
Blame it on Microsoft, God does.
Re: Low poly car Posted by ReNo on Sun Nov 6th 2005 at 7:04pm
ReNo
5457 posts
Posted 2005-11-06 7:04pm
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Added on some side windows and tweaked bits here and there. I need to
unwrap the wheels before I post up the UV map - I hadn't decided if
they should be part of the car or not, but I've decided that while I
will keep them seperate, I should keep the textures on the same map in
order to cut down on the number of texture switches while rendering. So
yeah, I'll post them later or something :smile:

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Re: Low poly car Posted by Adam Hawkins on Thu Nov 10th 2005 at 12:43pm
Adam Hawkins
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Posted 2005-11-10 12:43pm
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Looks ace :smile: More than enough detail for a top-down racer as the camera won't be up close.

And if you're looking for inspiration, check out an old game called 'Ignition' too. Great little racer that was almost on par with Micro Machines.
You Got To Get Through What You've Got To Go Through To Get What You Want But You Got To Know What You Want To Get Through What You Got To Go Through
Re: Low poly car Posted by pepper on Fri Dec 2nd 2005 at 11:02pm
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Posted 2005-12-02 11:02pm
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Im sorry, but i completely missed this thread, and since im into car modeling myself rather much and having read the tutorial you where talking about i can only say that it looks really good for a first car!

The texturing is probably the hardest part, though modeling a interior comes close enough, im stuck on that now myself.

I can tell you that modeling the side windows/mirrors will help a lot!
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