Here’s a Ferrari 360 Modena I’ve been working on for a game called vdrift: http://vdrift.net
There are quite a few little imperfections that I left in all for the sake of a low polygon count but I think the render turned out pretty well for just 7000 triangles
With the lighting I was going for kind of a concept car promo shot feel where enough of the car is hidden that it creates interest without giving it all away (something like this) . This was partly because I think it’s the best way to bring out a supercar’s lines and partly because it let me hide how low-poly the car is. The door and hood seams for example are just textures so in a bright scene they stand out. The highlight on the door on the left side is placed to avoid a flat spot in the panel.
Good eye Chips, I didn’t think it was that noticeable =)
I basically took the game version and added a subsurf modifier so the glass is stretched in odd ways.
I got it working in vdrift last night. Here it is with a ridiculous paint job my GF suggested:
It’s a lot of fun getting to see blender art in motion. For anyone who’s interested in car modeling I definitely recommend it! There’s a description of what you need here
good job, the textures notwithstanding. do work on the taillights though…and hey i am all worked for low polly modelling, will try to decimate one of my models for your game once i am done with my current project.
Good point Anuraag. The image is actually an early version. I noticed a couple problems with and remade the texture and the uv coords before I uploaded it. Here’s a screen someone else posted of it with the updated textures: