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.
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:
_______________________
I said U, U said ME... Damnit who said US :buttrock:
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.
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.
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.
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.
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)
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.