View Full Version : 2006 Audi RS4
slice56
26-04-06, 08:21 AM
I havent modeled a car for my personal portfolio in a while, so i thought Id get back to work on a car I like alot. The polycount is going to be video game resolution (nextgen) and will not be smoothed. Crits welcome!
| UPDATED IMAGE |
http://img92.imageshack.us/img92/6112/rs4new4ml.jpg
(http://img99.imageshack.us/img99/769/rs420069fz.jpg)
Veseliy
26-04-06, 08:30 AM
really cool wire man :)
but, damn, when u show us your model, hide bluperints, please, its awful to look at the model with blueprints in background :)
keep going, wanna see more
i also thought about making this car, but not now... maybe someday
slice56
26-04-06, 08:33 AM
lol, will do on the next screens ;)
ill have an update tomorrow night...
blaze_187
26-04-06, 08:42 AM
Where did you get those blueprints from?
Can you post a close up wireframe of the arch section from the side (slight upward angle as well) I'm having a bit of a problem with the arch and the intercepting lines on the side.
Thanks
Dave_3d
26-04-06, 02:16 PM
What is your understanding on polygon use for game modelling ?
I mean in respect to using 4 or 3 sided polygons ? Is there a problem with any particular n-gon use ? You seem to use 3-sided polygons freely.
Your mesh seems quite heavy at present, what poly count are you aiming at for the main body, and also with wheels ?
I am doing a little work myself with creating some game models. For present game engines.
What is the long polygon along the bottom of the bumper ? Is that correct ?
Dave
slice56
26-04-06, 05:45 PM
I never want Ngons in my models. The ones you see behind the wheel well (sideskirt) and on the lower part of the front bumper are just spots i haven't finished yet. I use triangles in areas where i want to end an edgeloop without having it continue thru the model in some area that the split doesnt relly end up helping curvature anyway. The headlights should be close to done by tomorrow night. The count Im aiming for is 30,000 triangles for the shell, another 5,000 for rims/tires.
aliismail
26-04-06, 08:38 PM
thanks for sharing the WIP here :buttrock:
how many polys you've got so far for the part you've shown
couple question though not related to your model
I notice that next gen games don't use normal maps for the high end cars is it always the case since they have a high poly count and normal maps won't change much
and is it possible to use normal maps for side cars, I've tested with normal maps a bit and generated this, its only 3640 polys
http://www.aliismail.com/games/yukon.jpg
your modeling looks great so far, by the way did you finish the secnsor and water sprinkler thing, because it looks like it has ngons, also the top right corner of the light could use a litle adjustment or an additional edge loop
great model, keep it up
Dave_3d
26-04-06, 09:18 PM
Can you guys explain exactly what you mean by "edgeloop".
Dave
slice56
26-04-06, 09:40 PM
how many polys you've got so far for the part you've shown
couple question though not related to your model
I notice that next gen games don't use normal maps for the high end cars is it always the case since they have a high poly count and normal maps won't change much
and is it possible to use normal maps for side cars, I've tested with normal maps a bit and generated this, its only 3640 polys
http://www.aliismail.com/games/yukon.jpg
your modeling looks great so far, by the way did you finish the secnsor and water sprinkler thing, because it looks like it has ngons, also the top right corner of the light could use a litle adjustment or an additional edge loop
great model, keep it up
i think the polycount right now is around 5000 tris. Im not for sure though. Im at work but when I get home Ill take alook at the count and post it, as well as a closeup of the sensors. For the sensors i just float geometry over the actual bumper to save polys and so I dont have to worry about cutting them into the bumper, causing shading errors :) And like you said on the top right part of the headlight, ill just split that all the way along the hood so I dont get a weird shading error there. Some of the triangles you see in there wont be there later on. I will go over the whole model once I feel it is done and polish it more to clean up the mesh as best as possible.
Can you guys explain exactly what you mean by "edgeloop".
Dave
I consider an edgeloop a row of edges that flow continuously thru the model rather than ending it with a triangle. Just gives you a cleaner mesh.
slice56
26-04-06, 09:42 PM
I've tested with normal maps a bit and generated this, its only 3640 polys
http://www.aliismail.com/games/yukon.jpg
that car looks pretty nice for the amount of polys you used :D nice work!
id say for main cars in a game (like PGR) you dont use normal maps except for headlight/tail light reflections and details. And maybe for badges? That way you dont have to model out the badge and end up with a badge that like like 800 tris....
Dave_3d
26-04-06, 10:14 PM
Thanks for the answers.
How are you doing the park sensors and headlight washers ? If they are actually cut then they have ngons ? No ?
Do you have a close-up of that area ?
Dave
slice56
26-04-06, 10:51 PM
That's really nice :) thanks!
How are you doing the park sensors and headlight washers ? If they are actually cut then they have ngons ? No ?
Do you have a close-up of that area ?
Dave well, basically what i do is i go in the front view with the blueprint showing and use the "create poly shape" tool in Maya and trace the shape of the sensor. Then i extrude the edges to create a ring (the width of the sensor seam). Then, I split down the middle of the newly created ring and drag that new center edgeloop inward to create a valley. I then soften that edgeloop making it look like a seam. Then i just float those polys over the bumper making it look like the seam is actually cut into the bumper when it really isnt. Ill post a closeup of the sensor tonight when I get home in case this doesnt make sense lol
Dave
slice56
26-04-06, 11:09 PM
Where did you get those blueprints from?
Can you post a close up wireframe of the arch section from the side (slight upward angle as well) I'm having a bit of a problem with the arch and the intercepting lines on the side.
Thanks
Here is a link to the prints:
http://www.smcars.net/forums/attachment.php?attachmentid=34188&d=1141271158
And what did you want me to take a screen of? The side of the wheel wells?
aliismail
26-04-06, 11:50 PM
Really thanks for all the info, I truley appreciate it :love:
your Idea about the censor is really smart :buttrock: and it does the job pretty well, if you didn't say I would have had no Idea that its done that way and not flowing with the mesh
slice56
27-04-06, 12:16 AM
thanks man ;) its not originally from me, because Ive seen alot of modelers out there that do it. Its just hard to spot ;)
Man, i cant wait to get back to working on this tonight when i get home from the studio! Ill post closeups and hopefully have some progress on the headlights :)
slice56
27-04-06, 03:21 AM
here is a close-up of the sensors for you guys. Ill post updates later tonight...
http://img86.imageshack.us/img86/5332/closeup5lo.jpg
Dave_3d
27-04-06, 04:30 AM
Surely that method only works when they don't cast shadows ?
If I was to do the same thing in Max it would be noticeable that they are floating the minute I use realistic lighting.
Dave
há.. i'm curious to see how you'll do those edges around the sensors to keep it quad or tri.
Very very nice work btw.. looks more detailed than NFS:MW car meshes
*edit* huummm... now i said what do you did with the sensors.. but i dont understood yet :p
slice56
27-04-06, 05:30 AM
Surely that method only works when they don't cast shadows ?
If I was to do the same thing in Max it would be noticeable that they are floating the minute I use realistic lighting.
Dave
this method only works if you are using no selfshading.
Dave_3d
27-04-06, 09:38 AM
Ah .... OK.
And that is OK for in the Game engine ? I thought there were normally lighting effects on the model in game, and a shadow map is normally cast under the car - but small objects are not shadow casting ??
Dave
slice56
28-04-06, 12:00 AM
well most engines dont use self-shadowing because it is so expensive, so you wouldnt have to worry about floating geometry casting shadows. I am modeling this car so that it would look proper without self-shadows. When I do render it in Maya, I will extract all of the floating objects into a single combined mesh and turn "cast shadows" off so they dont cast weird shadows. Hope this makes sense.
I didnt get time to work on the car last night, but hopefully i can tonight. If not then I have the full weekend to get some work done on her ;)
Dave_3d
28-04-06, 12:45 AM
Yes, that makes sense. Thanks for sharing those tips.
I am also working a little on a model for a game engine, but this is an area I am no expert in. Slightly different way of thinking compared to high-res modelling.
Dave
slice56
28-04-06, 01:56 AM
cool!
are you going to post your progress on here?? :) :)
yea, its definitely a different way of thinking when it comes to non-smoothed modeling. you have to be much smarter with your cuts and bevels b/c you dont have a smooth button that corrects mistakes ;)
cant wait to see your low poly work. im sure it will be just as amazing as your high poly stuff! :buttrock:
EquiNOX
28-04-06, 01:58 AM
Amazing idea on sensor or washer this sure could avoid bump issue in max. Keep going.
blaze_187
28-04-06, 09:14 AM
Here is a link to the prints:
http://www.smcars.net/forums/attachment.php?attachmentid=34188&d=1141271158
And what did you want me to take a screen of? The side of the wheel wells?
Yes and also close up shots of these areas marked in the attachment.
Thanks
aliismail
28-04-06, 01:47 PM
I am on this thread until you finish your car, I really would like to see how it will look like when its finished :) keep up the amazing work you do
Just cuz you got that amount of polys you shouldn't be spending them on so small details like the indicator, you will see it just as good with a normal map the you can detail another part instead, but it's your car :D sweet work anyways good luck
slice56
28-04-06, 05:56 PM
On the current nextgen platforms polys are cheaper than textures, memory-wise. That is why I am using polys instead of making a single normal map texture for a single sensor. Its cheaper to just model them in. :)
Plus with 30k triangles, I can get in all the details I want on the car ;)
Oh and by the way, the count is at 3900 tris so far.
slice56
29-04-06, 07:34 AM
by the way, i remember seeing a highres pirelli sidewall texture in here somewhere. i searched forever and i couldnt find it. Im not crazy am i? There was a large sidewall texture posted in a thread here, right?:banghead:
Dave
not so hard to do yourself, there is a tutorial in the tutorial section ;) btw thanks for the info, didn't know. guess i haven't been in the gaming industry for a long time
http://cg-cars.com/forum/showthread.php?t=1187
here's the thread - two high res sidewalls
slice56
29-04-06, 04:18 PM
sweet thanks!
now i can do some render tests :)
slice56
30-04-06, 04:03 AM
had a litle time today to work on the car, so i did the rim. next are the headlights :)
http://img92.imageshack.us/img92/6112/rs4new4ml.jpg
rahul_j
30-04-06, 11:15 AM
ur rim is simply beautiful
regds
rahul
aliismail
01-05-06, 06:14 PM
man everything is perfect, keep up the good work and keep us updated about the poly count as well
younglion
27-07-06, 12:38 AM
nice rim. keep us updated.
Checker2k3
27-07-06, 07:10 PM
Great rim, but it is only the half :banghead: , do the whole rim :P, but good detail work.
Danyutz
27-07-06, 07:31 PM
is it the cabrio one? the rs4 is badass
slice56
29-07-06, 12:21 AM
no, its the hardtop rs4. unfortunately, I lost the work I had done on this car on a hard drive that crapped out on me. So for now, this bad boy is in the car graveyard :(
S.O.A.D.
29-07-06, 02:24 AM
no, its the hardtop rs4. unfortunately, I lost the work I had done on this car on a hard drive that crapped out on me. So for now, this bad boy is in the car graveyard :(
That sucks man. Cant believe this beuty is lost. The hard drive thing happened to me too, brings back bad memories:(
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