Aston Martin oldtimer pos apoc

Hi all,

I made this for the CGTalk comp 10. The theme was a post apocalyptic vehicle with a big gun :smiley:
Its based on an Aston Martin. About 4500 tris.

http://users.pandora.be/rvoet/gallery/oldtimer_finalbeauty.jpg

http://users.pandora.be/rvoet/gallery/oldtimer_finalpers.jpg

http://users.pandora.be/rvoet/comp/oldtimer_finalwires.jpg

http://users.pandora.be/rvoet/comp/oldtimer_finalcartex.jpg

http://users.pandora.be/rvoet/comp/oldtimer_finalpilottex.jpg

crimson13

Nice!!!Great modeling.I guess its low poly?
Looks like it would be great for gamming.

Yep it is low poly. I forgot to add the word gameart to my original post. It’s my entry for ‘game art comp 10’ of CGTalk :smiley:

Out of curiosity… could we see it subsurfed?

Neato!
The ‘Desert Cowboy’ text is a bit weak, but if that’s how you want it who am I to argue 8)
Turn one of the wheels in the render a little and it’ll look a little more natural I think (just so the texture isn’t straight on both of them).

Why does everyone have to use AO on their renders, looks like there’s snow on the ground. :slight_smile:

Very nice modelling and texturing, must have taken a while. The poly’s a bit too low for gaming in opinion, modern pc games have higher poly counts than this, especially for a main object (I mean one which is view all the time, not just background).

The poly’s a bit too low for gaming in opinion, modern pc games have higher poly counts than this, especially for a main object (I mean one which is view all the time, not just background).

Actually that’s not my fault :smiley:
The winner of the last competition decides on the rules and theme of the next one. The limit for this comp was 4500 tris, which honestly is not that low, even for current games. You can go higher, but then mostly with LODs (multiple meshes of different detail, so a 8000 tri model, and a 2000 tri model for example). Playing multiplayer with 16 players that have a 8000 tri model and a normal map? Don’t think that even current hardware can live up to that.

The ‘Desert Cowboy’ text is a bit weak, but if that’s how you want it who am I to argue icon_cool.gif

Weak in total? Or as text on the final render (the same text is also part of the texture)?

Out of curiosity… could we see it subsurfed?

No :wink:
The reason is simple: low poly objects often look terible with a simple subsurf (I can tell now without trying that the guns would just look stupid, as would the window and the hat of the pilot and …

Very nice modelling and texturing, must have taken a while.

Yep, quite a bit :smiley:
Especially since my texturing skills are very limited (would you believe that several of the parts of the texture are blender renders? the teeth of the skull, the steering wheel, the tires (not the inner part), …)

Why does everyone have to use AO on their renders

Because else good lighting setup can be a bit of a pain %|
I know, I know, sky domes with multiple spots, area lights, … An AO render is simple :smiley:

crimson13

héhé excelent.
I love the style, so dusty…

The ‘Desert Cowboy’ text is a bit weak, but if that’s how you want it who am I to argue icon_cool.gif

Weak in total? Or as text on the final render (the same text is also part of the texture)?

Sorry for not being clear. I just thought the colour (light yellow on beige) wasn’t making enough contrast with the background to stick out much. Not that it really detracts from the image in any way.

That cowboy shore has some mighty big boobs. At first I thought it wasn’t that great but for a low poly game model it’s good. I like both the modelling and texturing.