View Full Version : Ford GT40
Scooter
22-06-08, 02:03 PM
With my Cuda finished, and while I'm still getting some character concepts done I thought I would do another car. A car done I have been in, the Ford GT40. I aim to have it a lot higher poly then my Cuda (and all of my other cars since starting the course I'm doing) with full interior and doors that open, and if I feel like it have the bonnet and the rear open up.
It is only in it early stages, but I think it's already turning out quite well
Hope you like.
looks like not bad start, I see some tris there, and maybe the wire is a bit dense on some places, keep working ;)
rodderworld
22-06-08, 05:36 PM
@p2sta: it's lowpoly, tris are fine.
looks like a decent start.
regards,
rodder
oh, I see now, my fault, so nie work man, wire is not dense and tris are not problem ;) :D
Scooter
24-06-08, 05:50 PM
Thanks for the comments
Even though with low-poly you can use tris, its good not to have a whole stack in a single area. Clean topology is always better then messy topology.
Some updates-
Just working on doors, getting the rear started.
I have also removed a couple edge loops, they weren't needed. They had very little affect on the model so it was all good
Scooter
26-06-08, 03:09 PM
Thanks for the nice comments.
The body has now been blocked in, I've seperated the nose, door, and rear. I've also started the section that is under the nose.
Scooter
30-06-08, 02:32 PM
I done some more, I've started the firewall. However I have done the tyre and started the wheel.
Scooter
04-07-08, 04:18 PM
I haven't had much time to work on this in the past week. Got the wheel modelled, and I have also modelled the main shapes of the rear. Its now up 11,068 tris.
Scooter
05-07-08, 02:13 PM
I've just been working on the nose, I've adjusted the model. I've also added the fuel fillers and also the normals.
SILENT HUNTER
07-07-08, 10:52 PM
Good job
Your polygons are very clearly but You must work a little faster. :D
Good job
Your polygons are very clearly but You must work a little faster. :D
man, its not true, fast work can make really mess in the model ;)
Scooter: good progress, keep working and take you time ;)
dlawlan
09-07-08, 11:49 AM
looking good, I tried to do the GT a while back and never got round to finishing it. Make no mistake this is a damm hard car to model. Dont listen to people telling you to speed up, go at your own pace. Hope to see the finished model, carry on the good work.:p
SILENT HUNTER
09-07-08, 12:05 PM
I have a Question:(to SCOOTER)
Why do you modell this beatiful car in lowpolly? Is that for a game or for a background animation? :rolleyes:
rodderworld
09-07-08, 01:50 PM
looks really nice. take all the time you need...
regards,
rodder
really cool! plan on animating?
Scooter
10-07-08, 02:16 PM
Thanks for the comments, I have been flirting with the idea of animating. I've downloaded the davveys car rig plug in for Maya, but I still gotta check it out. I'll be learning more on animation when TAFE starts up for the 4 and final semester of the Game Art course I'm doing.
The reason why I'm keeping it low poly is for more experience in low poly and for my portfolio/showreel which I will sending to Game Studios.
Because I'm involved with a mod for Half Life 2: Episode 2 I have less time plus even less time because of the course I'm doing and also work doesn't help. I haven't even washed my car for easily 3-4 months.
EDIT: With my experience exporting to the Source engine, I might try to get it into Half Life 2
Scooter
21-07-08, 03:19 PM
Due to working on the Mod I'm involved with, there is a major deadline this Friday so it can shown at Avcon on this Saturday. I have had very little time to work on this car.
However I have made the brakes and did a couple clay renders with ambient occlusion for your viewing pleasure
Scooter
03-08-08, 05:18 AM
I've now got more time, so I'm now able to work on the GT40 more often now.
I have done more to the engine bay, I've put in the chassis rails and the suspension mounts, the engine has been modelled, and I have cut down on polies in some areas.
petter
03-08-08, 02:08 PM
the tyres looks too round, like of an hotrod.
the car model looks good. i can only wish you to make it cool:) keep goin'
Scooter
04-08-08, 03:16 PM
I think I should harden the normals along the outer edge of the tyre wall.
I've done the front suspension, more of the engine including the fuel rail and injectors. The transaxel is now in along with the drive shaft(s) to the wheels.
rodderworld
04-08-08, 09:58 PM
nice detail for lowpoly. the engine injectors are great on this car.
regards,
rodder
Scooter
14-08-08, 11:13 AM
Updates: The bulkhead window is in, the normals for everything in now done (but I think I may need to some minor tweaking). I have also started UV'ing the model but only small things so far.
I'm very much liking where this is going, I just hope I can make the textures just as good as the model.
Good model. Are you doing it for the game? How many polys actually has this model?
Scooter
14-08-08, 11:34 AM
At the moment it's at 18,188 tris, I suspect when I finish modeling it will closer to 30,000 tris.
I am currently learning how to mod UT3, and I do know a bit about Source. So it may end up inside a game but chances are it most likely be drivable.
et_fone_home
14-08-08, 01:49 PM
That looks really good, and i bet it will look realistic in Game!!!
looks good to me but don't know much about lowpoly
Scooter
16-08-08, 03:01 PM
It really depends on what it is being made for, I've heard that the cars for GRID are around 40,000 tris, in comparison my GT40 at 28,502 tris it ain't that much.
Modeling is now all done, I've started and have done various parts with the UV mapping.
Scooter
18-08-08, 09:53 AM
The UV'ing is done now its onto texturing.
I've also locked out all of the scales and most of the translates and rotates so I can't accidentally adjust it in someway. All of the pivots have been moved to their appropriate spots so everything opens up (and closes), spin, and or rotate from the correct spots.
Scooter
18-08-08, 02:21 PM
I've been playing around with with render settings and shader settings, I got it to something I like. I've got the basic colours in so I can have a proper look at it with textures.
I also figured out how to make the reflections in the paint blur, and I have also worked out how to render depth of field :)
rodderworld
18-08-08, 02:56 PM
looks really cool when it's all opened up.
regards,
rodder
Scooter
03-09-08, 03:26 PM
Just posting some more updates, I had some delays with this due to my hard drive diying.
I am seeing this taking easily 3 days to render the turntable, it has taken 1 day just to render 164 frames (out of 300) of the ambient occlusion pass. I'm happy with the textures on the car it self, nor I gotta do the turnable textures so I can start rendering out the diffuse pass.
I'm rendering this out as a turntable of 300 frames, it does 3 turns. During the second turn everything opens up revealing the engine, interior, and etc...
These renders do not have ambient occlusion on them, just the straight diffuse, spec pass.
looking forward for the animation ;)
rodderworld
03-09-08, 05:50 PM
sounds like a good plan for animation.
regards,
rodder
I'm waiting for animation too and hope it will be better with AO pass. :P
Scooter
05-09-08, 05:36 AM
I'm looking forward to seeing it as well.
Because I've been rendering on my old machine it has taken 53 hours just to do the AO pass, and I'm expecting for it to take longer for the diffuse and light pass.
I have also updated the spec map for the tyre and I also added GOODYEAR onto the tyre wall and I was going more for an older look with the tyre wall. It just looked a little too plain with out it.
I'm looking forward to seeing it as well.
Because I've been rendering on my old machine it has taken 53 hours just to do the AO pass, and I'm expecting for it to take longer for the diffuse and light pass.
I have also updated the spec map for the tyre and I also added GOODYEAR onto the tyre wall and I was going more for an older look with the tyre wall. It just looked a little too plain with out it.
cool man, I like texturing of the ground, the water is good idea ;)
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