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 Post subject: Re: The Random Asset topic
PostPosted: Mon Aug 16, 2010 5:28 pm 
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Some updates on the highpoly, lowpoly is coming later. Tyre side needs fixing, rim's center and holes optimizing, and some smooths here and there.
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EDIT: Very HP optimized for TurboSmooth version. 30k tris w/o TS, 130k with.
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 Post subject: Re: The Random Asset topic
PostPosted: Thu Sep 30, 2010 1:13 pm 
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Due to small forum revert, roposting:

My first car project. :P
Car is still WIP, some parts are not properly aligned yet, back isn't done yet, and I need to make the front slightly less flat. Wheels are temporaly too.

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 Post subject: Re: The Random Asset topic
PostPosted: Thu Sep 30, 2010 11:23 pm 
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At the moment it's pretty boxy, I would recomend working in perspective view once you finish with the BP, you need to get away from them and rely on perspective data to get it right.


I can see lots of useless geo loops that makes the mesh complicated to edit, while it should be kept simple at this stage, not bother about chamfers, just focus on getting a great persp shape and even quad surface. Avoid having small quads nexto gigaquads. :P

Also put a material with specular highlights for next update, it makes ugly things pop more and therefore easier to fix :p

Keep it up


BTW: where's my previous post gone? Internet vacuum?


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 Post subject: Re: The Random Asset topic
PostPosted: Fri Oct 01, 2010 2:07 pm 
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Which isn't that bad considering that equates to like 10 posts, except that we lost some very very good new and constructive threads Spark had started. If others started new threads too, we lost those.

Kim that car looks nice to start, eliminate those triangles :P You can do that just by making them 2 loops instead of 2 becoming 1 through a triangle. The extra 10 or 15 polygons is fine for each loop that would become 2.


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 Post subject: Re: The Random Asset topic
PostPosted: Fri Oct 01, 2010 3:29 pm 
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Thanks for the tips, but I didn't quite understand the loops and triangles part, sorry. :umm:

Progress had been done, can't render for sh*t so meh.
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Still have to look what I can do for the lines that are close on the side, and fix a problem I saw on the backhood end.

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 Post subject: Re: The Random Asset topic
PostPosted: Sat Oct 02, 2010 8:43 am 
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Kimd: Those vents on the engine cap, they are using ngons, that will make a awful shading later ingame. Also try to get us a few screenshots with a directx shader like Xoliul, jostvice can help you with that he always uses it for his cars.

It's far better than previous update already, dont wait for the end product to get an ingame test with only the chassis and some spec.


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 Post subject: Re: The Random Asset topic
PostPosted: Wed Oct 06, 2010 7:58 pm 
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No updates, just playing a bit with renders since I can't get the active shader right, yet.

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Actually, rims fit quite nice.

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 Post subject: Re: The Random Asset topic
PostPosted: Thu Oct 28, 2010 6:49 pm 
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Small progress. Still needs work. After render I noticed the right car's headlight is not latest version, on the same side on the front bumper wrongly place grill texture, needs sidemirrors, etc.

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 Post subject: Re: The Random Asset topic
PostPosted: Thu Oct 28, 2010 6:52 pm 
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lookin better and better! keep that thing going!!!


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 Post subject: Re: The Random Asset topic
PostPosted: Thu Nov 18, 2010 8:20 pm 
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Small update on gallardo, sorry for fullbright and no textures. I seemed to make improvements but didnt notice I f*cked a part behind it which took me some time to fix. Mirrors were modeled and body modifications to make it a bit better. Only left to weld the mirrored half of body, finish low poly wheel and texture. I'm thinking how the hell I'll make rear lights textures, since they are complicated and my PS skills are not good enought. :S

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 Post subject: Re: The Random Asset topic
PostPosted: Thu Nov 18, 2010 9:12 pm 
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Savage Kim, love it. Awesome car, love the curves and the hard edges mixture on the Gallardo, such a cool design :). Can we be expecting to see it in Grit at any point :Aw: ?

Keep up the great work man, it's truly awesome :number1:

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 Post subject: Re: The Random Asset topic
PostPosted: Thu Nov 25, 2010 9:34 pm 
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Managed to get it working in GRIT, with some basic textures. I've uploaded it to the SVN too and I'll be updating it. The handling is weird for now, its slow and heavy. I couldn't get the microflake paintjob effect working either, but it's a start :p

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 Post subject: Re: The Random Asset topic
PostPosted: Thu Nov 25, 2010 10:09 pm 
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Kimd41 wrote:
Managed to get it working in GRIT, with some basic textures. I've uploaded it to the SVN too and I'll be updating it. The handling is weird for now, its slow and heavy. I couldn't get the microflake paintjob effect working either, but it's a start :p

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:number1: awesome, keep it up

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 Post subject: Re: The Random Asset topic
PostPosted: Sun Dec 19, 2010 8:39 pm 
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Downloaded VRay2 today to check it out. The paint turned over-reflective but the the hell!

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And I was lurking my images and I found this very old image, it's from when I didn't know how to use 3DS Max. I may even bring it to life with a overhaul some day. :hehe:

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More old crap:
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 Post subject: Re: The Random Asset topic
PostPosted: Sun Dec 19, 2010 9:29 pm 
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Kimd41 wrote:
Downloaded VRay2 today to check it out. The paint turned over-reflective but the the hell!

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And I was lurking my images and I found this very old image, it's from when I didn't know how to use 3DS Max. I may even bring it to life with a overhaul some day. :hehe:

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More old crap:
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Is that trailer 16.15 Meters?

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 Post subject: Re: The Random Asset topic
PostPosted: Sun Dec 19, 2010 9:45 pm 
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For sure not. I only remember shortening the trailer AFTER making the pic to match real life.

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 Post subject: Re: The Random Asset topic
PostPosted: Mon Dec 20, 2010 5:33 pm 
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KIMD: I added support for brakepad meshes (not committed yet). I renamed BrakePad01.mesh to BrakePad.mesh but it seems the mesh is unfinished -- it has strange materials and doesn't look good.

Also some other stuff -- the handling still needs tweaking but I can do that.

The TCOL needs to cheat a bit since this is a sports car. I suggest raising the bottom, especially at the front, so that it is inside the car and the car can get onto curbs more easily. This is cheating because in real life this would be impossible. But noone wants a real life sports car that can't go over a speed bump without getting jammed.

There are way too many batches ATM, do you have a plan for dealing with that?


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 Post subject: Re: The Random Asset topic
PostPosted: Fri Jan 21, 2011 10:00 pm 
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I finally had time to work a little on the interior of the Gallardo. I made the basic shape of the interior, will probably put slightly more detail into it, but not too much. Here is a deep work in progress screen of what I've done today. Separated door to fully model them, but got tired and did't fill the gaps yet.

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 Post subject: Re: The Random Asset topic
PostPosted: Fri Jan 21, 2011 11:04 pm 
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Looking good


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 Post subject: Re: The Random Asset topic
PostPosted: Fri Jan 21, 2011 11:23 pm 
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I'd drive that.


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