Thursday, 28 November 2013
Wheel Texturing
I decided to texture the wheel as I know It wont need any adjustments to the model and for rfactor 2 the texture for the wheel has to be on a separate texture sheet. I used xnormal to bake my normal maps and ambient occlusion maps. The normal map needed some fixing as you will always get errors baking something circular. I used Ndo2 to add some more details too like the tyre tread and text on the side of the tyre. This is the normal map, Diffuse and specular maps I made.
And heres a pic of the textured applied to my model in marmoset toolbag.
Thursday, 21 November 2013
Fixing things & lowpoly
I met with my supervisor and he pointed out a few things to change in my model so over the past few days I've been fixing any errors and improving the topology. I decided to change the design of my front wheel arches and the front spoiler. Some of my friends said they could be improved and I did say earlier that I was thinking of changing the front spoiler to a more aggressive looking one. Here are my new front arches and spoiler.
I also started making the lowpoly. I did this by just duplicating the highpoly model, deleting the turbosmooth modifier and then just removed loads of edgeloops. I got the model own to 57,000 tris which should be completely fine. I will just have to see how rfactor runs when the models ingame. If it needs more optimization I could easily go back and delete some more loops.
I also started making the lowpoly. I did this by just duplicating the highpoly model, deleting the turbosmooth modifier and then just removed loads of edgeloops. I got the model own to 57,000 tris which should be completely fine. I will just have to see how rfactor runs when the models ingame. If it needs more optimization I could easily go back and delete some more loops.
And here's the high and low poly next to each other. High on the left and Low on the right.
Sunday, 17 November 2013
Seats
For the seats I decided to make some modern bucket seats as the stock seats differ greatly from my reference and It will suit the street racer look I'm going for. The seats I decided to make are these...
Bride Lowmax, they are a very popular Japanese brand so I think they are ideal for this car.
This is quite a complex shape to model but I've made a bucket seat before so Im sure I can get it looking right. I started off modelling the base first which will be a separate object to the back and front. Here's the model I made, Its quite blocky but I used edge loops so it smooth out well with turbosmooth applied.
Bride Lowmax, they are a very popular Japanese brand so I think they are ideal for this car.
This is quite a complex shape to model but I've made a bucket seat before so Im sure I can get it looking right. I started off modelling the base first which will be a separate object to the back and front. Here's the model I made, Its quite blocky but I used edge loops so it smooth out well with turbosmooth applied.
Misc
I made the exhaust today, I decided to go with a twin tip design. I had to cut a hole where the exhaust comes out but ti do this I had to detach the rear end and mirror it over so that will be once piece. I also made some windscreen wipers. I may have to add some extra detail to these as they are a bit too simple at the moment.
Saturday, 16 November 2013
Tachometer
I decided to add a autometer tachometer to make my car a bit more custom. I got he idea from one of my reference pieces that had one fitted. Here is some of the reference I gathered for it. The gauge also has a shift light fitted which I can hopefully get working in he engine.
And here's the model I made. I turned out pretty great. I placed it where the stock rev meter would be.
I also decided to add a camera into my scene to have a look at what the players view might be like in game.
And here's the model I made. I turned out pretty great. I placed it where the stock rev meter would be.
I also decided to add a camera into my scene to have a look at what the players view might be like in game.
Friday, 15 November 2013
Steering Wheel & Steering column
Here's the steering wheel I made. I should of put more edges into the model as its going to be a bit tricky making the lowpoly. This bit of the car will be important to get right as it will be right in the middle of the players view. It will also move when turning the car. If i get time I could rig and animate some hands and arms holding the steering wheel which would add some real polish to my project.
And the steering column, This wont need as much detail as it will be obscured by the steering wheel. It was actually quite hard to get a good look at it from reference because the steering wheel was in the way. I also decided to model a key for the ignition. It looks quite blocky at the moment but turbosmooth will fix that.
And the steering column, This wont need as much detail as it will be obscured by the steering wheel. It was actually quite hard to get a good look at it from reference because the steering wheel was in the way. I also decided to model a key for the ignition. It looks quite blocky at the moment but turbosmooth will fix that.
Thursday, 14 November 2013
Completed dashboard
Continuing with the dash I copied the vent from the left side over to the right. And just extruded the top over to complete the dashboard. It took a few adjustments to get it to fit without clipping through the outer body mesh but its sorted now. Here's a pic with the center console and dashboard in the car.
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