Racing car [Game Model], looking for feedback.

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. :wink:


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.

That looks pretty darn good! The only thing I have to say is that (at least in these renders) it’s hard to distinguish between tire and rim. Maybe cou can squeeze some white text for the side of the tire somewhere in the texture? Or have some red ring on the rims?

The red ring might be a good idea; I have tried to add a white one before, but it gave the tire too much contrast, same with the white text. Thanks for the feedback!

//edit: Instead of making a double post, I decided to just add the shot of the modified wheels to the end of this post.


I know that this might not be what you had in mind when you suggested to add a stripe (since the “traditional” stripes aren’t as close to the rim as I put them), but I think it makes for a nice “border” between rim and tire.

Also, I resized the carbon fiber texture to half its previous size, and I was able to reduce its texture resolution from 128² to 32².

Started on a new paintjob. What do you guys think?


That is really briliant! awesome work really great car Toyota supra :D?

Yes, I started off with a Supra in mind (can be seen especially at the back), but I quickly wandered from it as I “corrected” parts that I wasn’t satisfied with (some of it topology-wise, some of it car design-wise). :slight_smile:

Nice model, good artistic license /nod. :slight_smile:

Very cool. Looking forward to the final paint. That minimalist white+yellow already does a good job.

Yesterday, I made a little turntable animation of the car.
The video framerate seems a bit unstable, might be an OpenGL Animation Rendering issue.

Wow, really accurate. Love it…

I really like it. Supra back is obvious, but would I be wrong saying I see a hint of Silvia and NSX in the front? And as this is focused critique, I really have to say that the side air intakes are way too sharp…

NSX not so much, but the front parts are inspired by the S15, the McLaren MP4-12C, and the Koenigsegg CCXR/CCGT.

I am actually planning on doing a car inspired by the GT500 version of the NSX in the near future, so I tried not to get too much influence from it for this car.

I’ll see if I can’t make the air intakes’ edges a little softer without exceeding 25k polygons (I only have around 100 polys left).

Thanks for all the feedback so far, it’s helping a lot!

The air intakes now have smoothed edges, polycount is now 24989.


The reason why the polycount is rather high is that the car has a complete interior, which allows for the game’s physics to send the hull parts flying away.


Now, the inner parts aren’t as important as the hull parts, but if you find an obvious mistake I made, I’ll try and correct it.

With the interior, I didn’t really go for a lightweight frame most racing cars use, I tried to make it look as withstanding and protective as possible.

Well, that’s quite a job you did there… Verrry nice.