This car was the one in witch james dean unfortunately died in 1955. He called it little bastard, and i can tell you he was right : it’s pretty difficult to modelize :RocknRoll:
A classic!!! The porsche 356. IIRC, the next owner of that car fixed it up, and met the same fate, but I could be totally wrong about that.
Anyways, you’re off to a great start. Just remembered, you did the corvette stingray for the same game, didn’t you? I know this one is going to turn out great!
I am wrong, this is a 550 spyder, not a 356. An interesting quote from the James Dean wikipediea page:
When Dean introduced himself to actor Alec Guinness outside a restaurant, he asked him to take a look at the Spyder. Guinness thought the car appeared ‘sinister’ and told Dean: ‘If you get in that car, you will be found dead in it by this time next week.’ This encounter took place on September 23, 1955, seven days before Dean’s death.
Lots of rumor websites pop up when you google for the car… none of them good as to what happened to car or owners of parts of the car…
Anyway, the model is looking good! Just be careful driving it in the game, wouldn’t want you to get cursed as well!
Ecellent questionzeffii. I have a strange hoobie: I make cars for the game “driver”. It was made in 1999. At this time the specs for the cars were very low.
As you seem good at making high poly cars, this would be a peace of cake for you
So if you are interested making cars for this game go to driver madness or even better, ask me. Tools are pretty simple to handle.
@ tyrant monkey good observation! it is intentional since i want to bake the texture on 256*256 pixels. If the chamfer is too sharp, it would alias the texture…
@tyrant monkey If you use, 3dsmax or Xnormal to bake normals, the antialiasing is automated. But with blender, you have to watch the definition of your high poly model.
I think it is the only lack in blender: antialiasing in the Bake panel.