We at polygoniq.com have just released a new product called traffiq which is focused on vehicles and their related assets and here I would like to start a thread about it where members of our team can post future progress and gather back feedback.
Idea to create something like traffiq flickered a long time ago but only recently after botaniq’s success we’ve decided it’s a good time to put in all the effort to make it a reality.
9 contemporary cars
7 utility vehicles (traffiq 1.1)
3 classic cars
19 traffic related assets.
We would be grateful for and listen closely to your feedback. Either if it’s cars/transport you’d like to see but also comments about the addon in general, the models, the materials, etc…
I have some some feed back for possible future updates. I am a civil engineer so my renders comprise of roads and highways. The way our design software outputs data I am able to create bezier curves for traffic alignments. It would be great if you could have the addon allow me to select a curve and have it randomly place vehicals and colours along that curve, along with motion along that curve as well.
Looking at the wheel update coming I suppose the other thing would be if the wheels can turn according to the curve radius. This is obviously nice to have’s, but would be super helpful for any civil engineer types out there.
We’ve noticed your rating and did put your request into our roadmap for traffiq. Can’t say when but we’ll definitely try to have it in traffiq before the end of the year. Also some kind of traffic light / intersection simulation would be great.
Right now our focus is more on new assets especially other various forms of transport like trains, ships, airplanes.
Hi guys, Traffic really looks like a very interesting asset pack! The cars look beautiful!
I just have two little feature propositions…
Currently everything, cars and street props, looks super clean.
For cars this can be desired and realistic in certain cases. But street props are never this clean. Not even in the cleanest city.
I think it would be great to have a dirt slider for all of the objects, incl. the cars/bus/bike.
This could raise the realism and also make the asset pack being useful for a wider range of projects.
My second proposition: I don’t have Traffiq (yet). So I don’t know how many polys the cars have. But it might be really helpful to have two different LOD’s of each car.
One high quality for hero cars in the foreground. And one low quality for prop cars in the background. It’s not great fun to fill up a whole city scenery with high quality car meshes.
I’m very curious to see what else you gonna add to Traffic…
That would be amazing if you can implement a traffic system that works with intersections and on/off ramps. Its basically the one thing that Blender seems to be missing that other civil viz software has.
Not sure what the idea and methodology would be behind the setup. But would be great if traffic could effectively transition between curves, so for example a car can be travelling down a freeway, then transitions to another curve that represents the exit ramp.
Anyway just some things would make this absolutely amazing, and I would probably pay even more for.
None the less completely get that assets need to be added so will be waiting patiently.
Thanks, there much more to come:) We already have 2 new cars finished and many more in production.
Yes definitely, although the street props are dirty (most of them) and scratched the cars are not and we’ll implement that for sure. Our only problem with this is that Blender only really allows 1 easily definable value per collection and that is the “Object Color” that we found out about and we kind of use that for the color of the cars. Maybe we find a way how to do this without having to “Convert to Editable”.
Also in the plans. The cars have 500-900k but this can go all the way down to 100k with the decimation modifier and the change is hardly negligible.
While it might not be a good idea to do that with real meshes it’s pretty much fine to do it with instanced collections which don’t add much memory as they are duplicated. You can also change their viewport display to bounding box and then it doesn’t even take much GPU.
I couldn’t help chiming in here with my feedback as well after just purchasing this add-on
The full models are extremely well detailed and as mentioned above they decimate amazingly well. At 10% they are still well above the quality I need for background models and will probably work in most cases for animation at 10% decimate judging by these images I made at 1080P 200 samples.
On my wishlist…
More utility type vehicles like vans, trucks, trailers, caravans, campers etc
Until wheel rotation and steering is included I’d love to have the wheels separated from the body so I can animate them with the Rigacar add-on without separating them myself.
Separating headlights, brakelights, indicators etc as independant objects within the model so they can be easily animated on and off would be a huge bonus. For example, at the moment it needs a bit of kitbashing to separate left and right signals before animating the emission shader.
Apart from that, Traffiq is a massively good value add-on and I can’t wait for the extra assets that have been promised
thank you for your feedback.
We are actually already working on decimation and animatable lights.
About the utility vehicles, I just modeled this Ford-Transit and I am currently working on Volvo fm9.
And there is also going to be Volkswagen-transporter for example…
We’ll do that for the next version:) And we’ll see about the decimation but don’t want to promise:)
We’ll have the new version of traffiq on 1st of August. Mostly with more assets and separated wheels. Once we release the new version we’ll send out a creator email to everyone who has purchased traffiq so you should be able to keep track of it this way. Then you’ll simply go to your account on BlenderMarket into the orders and go to downloads for traffiq:)