cyberjunkie Posted October 28, 2006 Report Posted October 28, 2006 A fairly simple specular map + some reflection Quote
Acumen Posted October 28, 2006 Report Posted October 28, 2006 i don't know, but my 2nd intention/argument was for the better uv usage, too O_O well....won't go further into that, on such a simple model btw i vote for the black car too ! Quote
Ginger Lord Posted October 28, 2006 Report Posted October 28, 2006 I agree the black car looks the best, but in a render it loses all the detail I'm only being marked on the model, textures are bonus marks. But I do want it to look nice as well Shiny models = higher marks Quote
Ginger Lord Posted October 30, 2006 Report Posted October 30, 2006 Couldn't resist the orange, even though my heart wanted black. Quote
skdr Posted October 30, 2006 Report Posted October 30, 2006 Transition from car windows to car base is way too small. Needs more depth, same with those doors. Quote
insta Posted October 30, 2006 Report Posted October 30, 2006 The wheels look a bit small, I think. Nice choice of colour though Quote
Skjalg Posted October 30, 2006 Report Posted October 30, 2006 insta is right, the backwheel looks off. The color was nice oh and, what polycount was that again? Quote
Ginger Lord Posted October 31, 2006 Report Posted October 31, 2006 It's just over 13k, including the rough interior, underside etc, the brief was the model a car with the best use of 15k polies. These days its pretty much use 15k polies and make it look good. It's not the greatest mesh, but thats what happens when you have an assignment like this after about 8 hours of lessons on XSI. The wheels are bugging me, I couldn't get a decent size blueprint of the CCX so I've been using the CCR one which is mostly the same, except for the front and the rear which I've done by eye, I guess the wheel size must have changed. Transition from car windows to car base is way too small. Needs more depth, same with those doors. What do you mean by "more depth"? Edit: Phew, the rear wheels are actually an inch large than the front ones, I made the rear ones bigger, then realised to do the same at the front would be a horrendous job. Edit Deuce: Does this look better now, it should be correct proportions now: Bit of artistic licence with the number plate holder, never seen a front plate on a CCX, so using a CCR style holder. Quote
Ginger Lord Posted November 1, 2006 Report Posted November 1, 2006 Last update of this, it has to be handed in in 9 hours and I intend to be sleeping for a lot of that after last nights fun. Whacking subdivisions on it makes it look so purdy, but we are not allowed to use them in this assignment, it also jumps to 280k polies too Edit: Yes I know Koenigsegg is reversed on the rear engine bay cover, fixed now. Quote
Schmung Posted November 2, 2006 Report Posted November 2, 2006 Wheel arches look a bit funny, I think you've arsed up your smoothing groups there a bit, you may aso want to consider making the inner walls as well. Quote
atrocity Posted November 2, 2006 Report Posted November 2, 2006 Here is an electrical transformer I made, I still need to texture it but hey I learned how to make my first normal map. Quote
atrocity Posted November 2, 2006 Report Posted November 2, 2006 Thanks I am a little scared to start texturing it cause I'm fairly new with texturing models, so I am hoping I can do a good job so it looks good in game . Quote
von*ferret Posted November 2, 2006 Report Posted November 2, 2006 in my opinion its all about good planning on the normal and spec map. Picking colors is the easy part. And the color map shoudl only be color now adays sooo have it! Quote
SnipaMasta Posted November 5, 2006 Report Posted November 5, 2006 Computer terminal for a third person game: 342 polygons, 512 Diffuse, Specular, Normal and luminosity (didn't bother showing because it's just the screen). I'll post an ingame picture as soon as I can get it into HL2 (no smd porters for Max 9 yet ) Quote
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