Hello everyone,
I’ve been lurking around for quite some time now, and finally I can present something myself.
Please note that this is meant to be a game-ready model (current polygon count is just below 25000; fairly acceptable, I think, since it’s meant to be included in a racing game), so the polycount and texture resolutions are meant to be for realtime display.
The shaders used are node-based ones, viewable in real-time in the Blender Viewport in GLSL mode (the two shots above are rendered via the “Render OpenGL Image” function).
The hole in the roof is a gameplay feature, not me forgetting to finish my model.
Texture resolutions:
Body (the reflective hull):
1X 2048² Diffuse map
1X 512² spherical Reflection Map (from Google Images, I don’t own it)
Carbon Fiber parts:
1X 128² Diffuse Map, alpha channel is used for specular values
Interior (everything else, excluding wheels):
1X 2048² Diffuse Map, Alpha channel is used for specular values (which are then blended with the Diffuse map in the shader to “colorify” the specular reflections)
Wheels:
1X 512x256 Diffuse Map, specular values stored in the Alpha channel again.
Wireframes:
Apologies for the overlapping that occurs in some areas, it seems that the Z-Buffer doesn’t offer steps small enough to prevent it. I’ve searched far and wide in search for a solution, but didn’t find anything.
If you’d like to give me some feedback/opinions on any parts of my model, I’d be happy to hear(read) it.
-Stefan
//edit: I forgot to mention the plane on the ground - that’s not meant to go into the game, it’s a simple plane with a 2048² texture with a baked AO shadow rendered onto it. I found that it made the image look better by giving the model something to “stand” on.