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Here's the blend file. High poly, CC license. Add to art repo please.
http://blendercave.tuxfamily.org/?page=objet&id=99
Looks great, thanks.
You're welcome. Brake geometry is really detailed. Is it possible to reduce it to implement it on other cars? Just transfer a lot of the info in normal/vertex maps?
(04-01-2012, 10:29 AM)vdriftfan Wrote: [ -> ]You're welcome. Brake geometry is really detailed. Is it possible to reduce it to implement it on other cars? Just transfer a lot of the info in normal/vertex maps?

Hello!I just finished making the low poly version of the wheel and it has 3000 polys (triangles and quads ).Is it to much for 1 wheel in terms of polys? Tomorrow i will do the texturing hopefully and after that i am planning on doing the car body for nissan 350z.Cheers!
The auto-generated tires have got 8 rings with 32 segments. That will make about 448tris. Rims: 6 rings with 32 segments, 430tris. Then there are also wheel disk/spokes, brake disk. But I think if you keep it in proportion to car polycount 3k are ok.
slickx, the work you posted in the other thread is gorgeous. I hope you and berzinque contribute more because you are the only artists at the moment. I can test the game and models but I can't be very active on the forum. I had some personal problems and I couldn't come here, but now I can.
Im glad you can come here more often,and i hope you do.My goal is to make some models for this awesome game and try to get a good working pipeline for making 3d models and textures. I have not send any of the models because they are still not ready but soon they will be.
(03-24-2013, 03:57 PM)slickx Wrote: [ -> ]Im glad you can come here more often,and i hope you do.My goal is to make some models for this awesome game and try to get a good working pipeline for making 3d models and textures. I have not send any of the models because they are still not ready but soon they will be.

The speed-dreams community has made lots of low/mid poly car models, some even with working interiors. You should look into them so you can work from something and not from scratch. You need to register there to download them though.

I, for one, would love it if Vdrift, Speed-Dreams, Stunt Rally and other racing games would collaborate and share resources like car models and tracks, even if the prefer a different implementation for their sim and rendering engine. Also it would be awesome for future artists to have modeling kits(chassis, interiors, suspensions, engines) for their projects, so they can just skew their required component to their model needs.

A material library(asphalt, grass, etc) for the game would ease the work of people like berzinque who like to model tracks. And a track editor that uses that library.

Another nice feature would be to have a car editor which can handle the game's native format and where you could set things like joints for hoods, suspensions and convertibles with ease so you only model in blender and edit the car.ini file with visual cues where possible.

I hope the developers read this. All the best.
Thanks dude