View Full Version : Robinson T8
mrobinson
14-03-08, 06:13 PM
hi, Iam a final year student at the university of Teesside, i have been looking at aerodynamics in games for my final year project. I have designed my own car and have sent off some renders to car companies to get some feedback on what could be improved about the design.
what do you guys think about this concept?
mrobinson
14-03-08, 06:29 PM
clay renders using scanline and a skylight.
Domino
14-03-08, 08:18 PM
really interesting, U have good idea and fantasy
I would like to see this car on streets
Brian Powers
14-03-08, 09:34 PM
hey robinson,
that is a nice lookin motor man, not too sure bout the idea of the glass roof though. its your idea though, looking good. i'd love to be inside the robinson
- Mr. Powers
P.S. should check out some of my stuff for help with your designs, there really good
mrobinson
14-03-08, 11:00 PM
just some test shaders, any feedback on how to improve the shaders would be great. i used diffuse, falloff map with fresnel type and the same for reflect map.
younglion
14-03-08, 11:10 PM
very nice concept but thats a lot of polys for a low poly car and also there are some odd looking areas around the front in take and the rear bumper
hi, welcome to cg-cars, the idea is good, but the mesh is really bad on some places, try to work harder on it
Herminator
15-03-08, 01:26 PM
It's an interesting idea for a final year project but I'm not sure what you're trying to achieve.
I'm guessing you're on a games course. What role do you think aerodynamics play in games? The car model makes no difference... (sounds like a supervisors suggestion)
As for looking at the feasability of the design, well the aerodynamics would be a complete guess but it could obviously made much more efficient by copying things like the solar powered cars.
Structuraly it looks a little problematic, the doors are very long meaning the sides would probably be weak, the large glass roof does not help, especially with the rear pillars being so skinny, and the B-pillar shape being not very supportive. You side windows have plenty of divisions yet look totaly flat, virtualy all modern cars have some curvature to these windows, at the very least it helps with the reflections.
The quality of modelling is a little inconsistant too, if thats what you're going to be marked on then it could do with some reworking. The wheels are incredibly high poly compared to the car. Unfeasable for games. Whilst the body of the car is a bit uneven in the poly distribution.
I graduated from Teesside last year, so know the pressure of your final year, but hopefully you can improve things further.
Are you aiming for a job as a car modeller?
mrobinson
15-03-08, 03:26 PM
I'm more interested in the design of the car, shape, look etc. used 3dsmax software to show the car, instead of having drawings or photoshops. I think that I have put this thread in the wrong category (low poly/in game). Looking at aerodynamics in games because we are in the next gen era and this is something that doesnt get looked at alot, I would love to become a car designer, thats why i have sent these designs off to car companies so i can hopefully get some feedback. I'm on the computer games art course at Teesside, I wanted to do something different for my project, so i have tried to combine car design into computer games, if that makes sense.
mrobinson
15-03-08, 03:45 PM
working for expotees, should be fun!
Herminator
15-03-08, 04:30 PM
It's not that aerodynamics don't get looked at, it's more that the shape of the model cannot feasably be used to calculate the aerodynamics in a game.
The shape and looks of cars in games are kind of the most looked at thing though. For that, real cars are looked at and in many ways copied, because a car has to make structural sense, as well as be astheticly pleasing and you can't expect a car modeller to be a master engineer but car design is a very big part of the job if you're working on the right project.
mrobinson
15-03-08, 05:14 PM
i tried to get hold of some CAD softwares, such as cfdesign, this would have been a better way to show the air flow over the car with feedback and results to show what was going on. I have model a wind tunnel and have got some particle systems flowing over that are attached to splines, sounds a bit fake, but its all i can do with max at the moment. sort of what EA's pro street did, its anoying because i have had this idea for a long time and have waited to use it for my final project, they got there first!
mrobinson
17-03-08, 01:49 AM
final shaders on the car.
mrobinson
20-03-08, 06:13 PM
http://www.youtube.com/watch?v=0frJ0bp4fzI
any feedback would be great, thanks guys.
tsolina
19-06-08, 02:16 PM
i tried to get hold of some CAD softwares, such as cfdesign, this would have been a better way to show the air flow over the car with feedback and results to show what was going on. I have model a wind tunnel and have got some particle systems flowing over that are attached to splines, sounds a bit fake, but its all i can do with max at the moment. sort of what EA's pro street did, its anoying because i have had this idea for a long time and have waited to use it for my final project, they got there first!
i think that Dassault Systems Simulia is one of the best softwares for any kind of analysis at all (CFD, Crash test, Stress).
your design is very interessant, but looks little bumpy...
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