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Herminator
06-03-07, 04:59 PM
It's about time I posted here, I'm a final year student at Teesside University and for my final year project I've been modeling the Bugatti Veyron to in game standards for next gen games, namely Project Gotham Racing 3.
I have set a limit of 90k poly's for the whole thing.
I created my set of blueprints, which I'll be touching up and sharing when I get the time. I've seen one set of blueprints online for the Veyron and they were pretty much useless for an attempt to model the car accuratly.

There's still a week or two's work to do on the interior and a few bits and pieces on the exterior. Then I'll be experimenting with shaders, bump mapping, normal mapping, lighting setups, and anything else that comes to mind.

So here's a few images, just clays at the moment, I have done a couple of small renders with v-ray paint materials and things are looking smooth, I just need to finish modeling before spending more time on it.

http://img404.imageshack.us/img404/7306/bugattiveyronwirealphald3.png

http://img261.imageshack.us/img261/2536/bugattiveyronwirerearalyj7.png

http://img339.imageshack.us/img339/3364/centerconsolealmostfinifc6.jpg

http://img254.imageshack.us/img254/8699/steeringwheelnf5.jpg

keithd203
06-03-07, 07:05 PM
Gerat work Herminator!! That's a beautiful car!

dlawlan
08-03-07, 12:59 PM
hey herminator, good stuff m8 , loving the engine bay at the rear, dont forget to post the finished version bud!:buttrock:

augdevil
08-03-07, 01:25 PM
hey Herminator...nice name and AWESOME modeling, ur engine is looking damn nice.. but i there are heaps of Tri in ur mesh... can u tell how much time did it took you nad what software.

cheers mate!!! ur model is rookin :buttrock:

Herminator
08-03-07, 02:12 PM
Tri's aren't such a problem when you're not using mesh smooth, in some places you just have to use them. In fact when I've finished modeling, I'll have to go in and make invisable edges visable and turn any that need turning to make things more efficient.

The engine was a pain in the rear, there's still a couple of details I need to weld in and some poly reducing may be done, but its a pretty important area when you consider a lot of people play driving games from a 3rd person view.

I use 3DS Max 8. So far I've been working on the project since October, but actual solid modeling time is closer to 2-2.5 months of a few hours a day. I could do it a little quicker if I hadn't had distractions such as moving house and being in another country for a couple of months.... Plus it's only my second attempt at car modeling, the first is a much lower poly Jag S-Type that is half finished and simple something I used to learn the basics with, a kind of experiment.

Dave_3d
08-03-07, 03:45 PM
Will you actually physically try out the Bugatti in a Game - any plans for that ?

Dave

SimonGibson
08-03-07, 03:49 PM
Coming along nicely mate :)

Herminator
08-03-07, 06:40 PM
Will you actually physically try out the Bugatti in a Game - any plans for that ?

Dave

That would be kind of tricky, as far as I know, no PC games yet use such high poly models. Only PS3 and Xbox360. Which as you can imagine, would be difficult for me to get access to something I can put this into. But I did get my specifications from Bizzare Creations, makers of PGR3, although exact specs were altered slightly, as they don't want to give away specifics.

I must mention, Simon Gibson has been a good guiding hand in my progression into car modeling. He's a fellow student, although the lucky *guy* had a placement last year.
I've also had fellow student Theo Jalil, who's on placement this year, giving me helpful contacts with Bizzare.

Masakari987
08-03-07, 07:19 PM
That would be kind of tricky, as far as I know, no PC games yet use such high poly models.

I know that GTA: San Andreas can handle higher poly models. I think some of the Need for Speed games can also handle higher poly models as well. As for SA, there are a couple of guys at smcars that have a poly limit of 70,000 for their vehicle mod. One guy raised his poly limit to 120,000 for his second car because first one ran silky smooth in the game. I've even heard of a 350Z with over 300,000 polygons that ran fine. It seems that when there is a higer resolution texture on the model in SA that people experiece slowdowns.

Overall, I think it really depends how fast your computer is and the versatility of the engine that detemines how well the game handles a higher poly model.

Anyway, Nice job on the Bugatti. It looks really nice.

augdevil
08-03-07, 11:05 PM
I use 3DS Max 8. So far I've been working on the project since October, but actual solid modeling time is closer to 2-2.5 months of a few hours a day.

ahh Max 8 i wondered, distracting i understand, well i have also started modleing this Car, but have spend onr 8hrs on it... i'll be posting it soon.

and by when u have to finish this car, i think there a sort of dead line for this project.

cheers bro, its coming out nice :buttrock:

Herminator
28-03-07, 10:12 PM
Here's an update. I'm slowly approaching the end of modelling, I've started applying materials and uv mapping areas that need it, still a lot to do though.

wipers added
http://img352.imageshack.us/img352/2976/screengrab1bo7.jpg

http://img255.imageshack.us/img255/4439/screengrab2ox9.jpg

interior almost complete
http://img339.imageshack.us/img339/9223/screengrab3ah3.jpg

brake calipers modelled today
http://img339.imageshack.us/img339/4629/screengrab4rl7.jpg

quick render of the exterior
http://img513.imageshack.us/img513/9899/ventsblockedzc0.jpg

MikeAsway
28-03-07, 10:34 PM
the last standart of video game is 20 000 tripatch for a rideable car.

That mean 10-15 car with this polycount will be shown in the same time so, if you ride only one car of 250000 tripatch, ok, but forgot about loading time


make a normalmap from your high poly (i mean the 90k) to a 10-20 k will be perfect and fit more the Xbox 360 game (as test drive)

Herminator
28-03-07, 10:45 PM
Specs were decided on after asking Bizarre Creations a few questions, aswell as using the in game photo mode in Project Gotham 3, which is great for seeing whats welded and whats not.

I could do a lower poly version but to be honest, once this 90k model is finished, I'll be very keen to move on to something else and I wouldn't learn a lot from doing it again. Plus I'll be busy finishing off other Uni work that I've been neglecting and have very little time to do. By the time thats finished, I'll be looking for a job.... it's a non stop couple of months.

turbopok
30-03-07, 04:57 PM
this sure looks wicked! Good job!;)

petter
30-03-07, 05:00 PM
yeha......

Tonn
31-03-07, 11:29 AM
A bit of high density tri pinching in a few corners, but the model really does look very good.

About your chamfering- it seems that you chamfer your edges like 1. not 2., that seems to be not working well in a few places (outer edge of the front lower grille). You can of course always add more edges than 2., but I`d suggest that you always have atleast one edgeloop that is completley parallel with the last polyrow in the bodypanel that you want smooth.

http://img175.imageshack.us/img175/6729/edgeji8.jpg (http://imageshack.us)

Herminator
31-03-07, 12:36 PM
The lower grill area you're talking about is chamfered like you have in 2 (if I remember correctly) but it needs some tweaking of vertices. It's an area I've already half redone to get the result you see now.
I hope to fix it soon, but hand in date is a few weeks away and there's lots to do. Currently the engine is too high in poly's. I'm going to have to up the poly count with the help of some sub-d and add a few more details, and also make a lower poly version, then use normal mapping from the high to the low. Which will be a fair amount of work.

There are a few pinches I'm not happy with, some may be fixed, some are just a compramise between bad pinching and having rounded edges where they're needed without upping the poly count too much.

I could spend a couple of months tweaking the modelling but in reality I have a week before I have to get stuck into making nice renders and writing a big report.

TyPod
02-04-07, 01:59 AM
Interior looks great, along with your current render. Keep it up.

Herminator
03-04-07, 09:32 PM
I've improved the area around the front grill.
Added a couple of badges.
Modelled the bits that would be on show if the rear wing was raised.
Taken the "mid poly" engine model and made a high poly version, ready for using to create a normal map for the lower poly version I'll be creating tomorrow.

http://img115.imageshack.us/img115/3774/materialevolutiongq5.jpg

http://img115.imageshack.us/img115/1814/materialevolutionrearft1.jpg

http://img116.imageshack.us/img116/9671/halfrezhighpolyenginevf8.png

SimonGibson
03-04-07, 10:22 PM
Very tasty :P

Herminator
03-04-07, 10:30 PM
Very tasty :P

I'm still waiting to see some images of your Lambo's in game version ;)

Herminator
10-04-07, 11:47 PM
Here's a small render with the high rez engine in place, just about ready for normal mapping. Just some more uv'ing of the low poly to do (which is a pain in the rear)

http://img401.imageshack.us/img401/5306/rearrendermentalrayef8.png

I've also worked a bit on the machined aluminium for the center console. It's still too reflective, but unless I find spare time at the end (yeah right :( ) it's not going to get a lot better.

http://img401.imageshack.us/img401/8122/machinedaluminiumrenderqv2.png

UnsteadyTeddy
11-04-07, 02:22 PM
thats great!
whats the final polycount of this beast?
what sort of shader are you using? hlsl? dx?

Herminator
11-04-07, 02:33 PM
Final poly count should be 90k. I had to take the original engine I created and make it into both a lower poly and higher poly version. This has helped get the poly count down to where I want it to be. I also recently optimised some of the interior, but there are still some details that could be added if I manage to get the poly count below 90k.
I'm currently waiting on my pc to render a normal map for the engine, it's not showing anything on screen, I just hope it's working.

I'm not too happy with the shaders yet, I'm stuggling to find info on Mental Ray. I'd really like to put some flakes in the paint for the metalic look but I'm just don't know enough about MR and time is very short.

lookdown11
11-04-07, 03:03 PM
hy. looks nice your veyron :)

what mr version u use ?

petter
11-04-07, 05:33 PM
i don't even wan't to know how i'll look in high poly mode...
greath

rodderworld
11-04-07, 05:54 PM
that's great but the paint seems to reflect weirldy and i don't mean normals mapping, it just doesn't look like paint to me.

regards,
rodder

Herminator
13-04-07, 10:18 PM
that's great but the paint seems to reflect weirldy and i don't mean normals mapping, it just doesn't look like paint to me.

regards,
rodder

Hopefully these renders are a bit better for you...

I've been trying to improve the paints on the car, HDRI certainly helps.
Here's a small rander of what I have.

http://img238.imageshack.us/img238/1112/metalicmaterialstestdn9.png

Here's a few more colour choices, I've been trying to recreate the best of the real colour combinations.

http://img107.imageshack.us/img107/797/blackandblueaj7.png

http://img267.imageshack.us/img267/4991/greysilverlj2.png

http://img107.imageshack.us/img107/7056/lightgoldsilvercf7.png

http://img107.imageshack.us/img107/5871/pearlandpolarbi4.png

Herminator
14-04-07, 12:36 AM
Lots of updates today, weather you like them or not :p

Bump mapped tyres again, still need to apply the EB bump to the center of the alloy.
http://img211.imageshack.us/img211/8896/tyrebumpmapped1080uy8.png

Tyres in place.
http://img211.imageshack.us/img211/2172/bluevyeron1080nl1.png

-ok, I admit, I now have a rendering addiction :)

Masakari987
14-04-07, 08:03 AM
Looks great :buttrock: I love the seats, they look soft enough to sit in.

Herminator
15-04-07, 03:36 AM
A late nighter for me, 2.35am now :o
But I've had a lot of problems getting half decent normal maps for the engine, finally I'm getting closer to something I'm happy with.

http://img440.imageshack.us/img440/3226/normalmapenginewithdiffae8.png

fearanloath
24-05-07, 01:12 PM
Wow. amazing work! I can see that its alot of work regard the details. Good stuuff! :)

ivaring
15-08-07, 12:04 PM
fe8 modelling, detailing and rendering.


Regards.

lookdown11
15-08-07, 12:42 PM
great stuff mate :)

could u please edit all your posts with imagetags and use the attachment systhem!

thx

greetz