Kart models (not only 2)

Kart models (not only 2)

Postby l-homme-d-action » 16 Jun 2015, 17:56

Hi everyone,
I have made 2 karts model a while ago and i recently refind the on my hard drive so i post them
One is based on a sport car (Uv already done) the other one looks like a "classic" kart.
Image
Feel free to use it :)
Last edited by l-homme-d-action on 01 Aug 2015, 19:05, edited 2 times in total.
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Re: 2 Kart model

Postby Tuxfan » 17 Jun 2015, 08:02

Welcome l-homme-d-action,
I admire your modelling skills. I just downloaded and quickly checked the files. Why didn't you show an image of the fully textured kart? That would have created an even stronger impression.
So far there is one important information missing. Under which license do you release your work?
I recommend CC-BY or CC-BY-SA.


Sincerely,
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Re: 2 Kart model

Postby l-homme-d-action » 17 Jun 2015, 12:06

Thanks
It's under CC-BY licence
A pic of the (very basic) texture
Image
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Re: 2 Kart model

Postby ArDanWol » 17 Jun 2015, 13:45

Wow! I'm speechless. :o Those are 2 very nice models! :D Wilber could use a new kart, so I'm glad one of them already says "GIMP" on the side. :) I'm not sure I like the long exhaust pipes on the classic style kart, maybe make them come out the back instead and do just a little more detail work on the engine. Maybe I'm wrong but I would think that would be an easy thing to change, just personal opinion. ;) I hope these will make it into the core game!
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Re: 2 Kart model

Postby XGhost » 17 Jun 2015, 16:03

Very nice work! Thank you for sharing those karts!
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Re: 2 Kart model

Postby l-homme-d-action » 18 Jun 2015, 16:51

Thanks :)
Does somebody know if Supertuxkart supports Normal maps ?
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Re: 2 Kart model

Postby Anon » 19 Jun 2015, 06:48

l-homme-d-action {l Wrote}:Thanks :)
Does somebody know if Supertuxkart supports Normal maps ?

Yes, normal maps are supported in the generic solid shader, along with spec/emit maps (which I made a Blender material for testing *shameless plug* :p).

I'm not 100% certain that normal maps work with karts though.
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Re: 2 Kart model

Postby l-homme-d-action » 22 Jun 2015, 22:02

Anon {l Wrote}:
l-homme-d-action {l Wrote}:Thanks :)
Does somebody know if Supertuxkart supports Normal maps ?

Yes, normal maps are supported in the generic solid shader, along with spec/emit maps (which I made a Blender material for testing *shameless plug* :p).

I'm not 100% certain that normal maps work with karts though.

Thanks ,
I add some poly to the karts and rework one of my old model for Beastie's Kart
Image
Image
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Re: 2 Kart model

Postby ArDanWol » 22 Jun 2015, 23:11

Wow! Keep it up! It would be really nice if we had multiple kart models per character like in Mario Kart. You're helping to make this happen! ;)
I'm know pretty much everywhere else on the internet as "Kpenguin"
"Profanity is one language all computer users know" - Murphy's 50th Law of Computers
Software bugs are impossible to detect by anybody except the end user - Murphy's 31st law of software
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Re: 2 Kart model

Postby Auria » 30 Jun 2015, 23:43

Hi,

very nice work congratulations! If you would like to actually export them into the game with a character in the kart that would probably be a very nice addition
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Re: 2 Kart model

Postby samuncle » 01 Jul 2015, 03:54

That's a very beautiful model indeed, but you should reduce the amount of polygons.

While our new engine can handle a lot of polygons, 1 000 000 is definitely too much for stk. Try to reduce it to ~3000 or less if you can. Then you could add one of the character who has an old kart, like PHP. He deserves something better :).
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Re: 2 Kart model

Postby GeekPenguinBR » 06 Jul 2015, 02:50

You did an excelent job in the hotrod. Unfortunatelly, 1M polygons are too much for most non gamer PC and laptops. Anyway, congratulations! :)
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Re: 2 Kart model

Postby l-homme-d-action » 07 Jul 2015, 16:18

Thanks :D , This the highpoly model for the low poly model baking (normal and cavity maps http://www.bs3d.com/index.php?page=7)
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Re: 2 Kart model

Postby l-homme-d-action » 17 Jul 2015, 18:02

Here's a download link for the 3 karts model (the 2 karts above with high poly count and Beastie's high poly kart with the unfinished low poly mesh included)
https://mega.co.nz/#!5UY1gJ4Q!7hOf9xTY7 ... onWgazxKYo
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Re: 2 Kart model

Postby Auria » 20 Jul 2015, 02:36

Nice work :)

Now I guess the next step would be putting a character inside the karts? Because of course as good as the karts are, without a character inside them they can't be used in-game
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Re: 2 Kart model

Postby l-homme-d-action » 01 Aug 2015, 18:25

Auria {l Wrote}:Nice work :)

Now I guess the next step would be putting a character inside the karts? Because of course as good as the karts are, without a character inside them they can't be used in-game

:)
This one is almost done, i'll upload all the files when it's finished
Image
Image
the poly count is high because of the character (which is a placeholder)
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Re: Kart models

Postby l-homme-d-action » 28 Aug 2015, 14:29

All models are included (even the 4th one which is textured at 80%), beastie's one needs to be baked (Ao and Normal) after the uv is done
Image
https://mega.nz/#!VJ4zlRpa!7KSCPnHKQV-y-pqohJgW6SYmU107aDx3d3W0U7ClfZc
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Re: Kart models (not only 2)

Postby ArDanWol » 28 Aug 2015, 23:34

Look very nice! I like your update of the classic style kart!
I'm know pretty much everywhere else on the internet as "Kpenguin"
"Profanity is one language all computer users know" - Murphy's 50th Law of Computers
Software bugs are impossible to detect by anybody except the end user - Murphy's 31st law of software
Each computer code has five bugs, regardless of how many bugs have been already found - Murphy's 50th law of software
"That's not a bug, it's an undocumented feature!"
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Re: Kart models (not only 2)

Postby Auria » 29 Aug 2015, 01:11

Hi, that looks nice.

When you are done, by far the best way to share your work with everyone is on the addons website, do you think you could submit your karts as addons?
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Re: Kart models (not only 2)

Postby samuncle » 29 Aug 2015, 13:51

Wow the model is very nice. What's the meaning of the Japanese characters ? (I assume it's Japanese). You also used OPAC which is one of the fictional company created for SuperTuxKart which is cool (To see people using our universe).

That would make a perfect kart for Penny (Tux's girlfriend). Maybe you can read the documentation to see how to adapt the model to stk. You did the biggest part which is modeling the kart.

Also you can use gloss map, specular map to emulate a shiny/metalized material.
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Re: Kart models (not only 2)

Postby l-homme-d-action » 04 Sep 2015, 11:35

Image
for unknown resons it only works on 0.82 : https://mega.nz/#!kdoWWIZZ!PmOXy7ZPmG5E ... op_-fkoKME
Image
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Re: Kart models (not only 2)

Postby ArDanWol » 04 Sep 2015, 13:50

The Kart looks awesome, but the character looks... well, wierd. If you look in the addons, you can see some models of Penny in addon karts. The bow in her hair is the thing that I don't like the most, it resembles a slightly squashed can with hearts on it.
Sorry if my feedback is harsh, but it's just my opinion. Once again, the kart is phenomenal, it's just the character that needs work. ;)
I'm know pretty much everywhere else on the internet as "Kpenguin"
"Profanity is one language all computer users know" - Murphy's 50th Law of Computers
Software bugs are impossible to detect by anybody except the end user - Murphy's 31st law of software
Each computer code has five bugs, regardless of how many bugs have been already found - Murphy's 50th law of software
"That's not a bug, it's an undocumented feature!"
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Re: Kart models (not only 2)

Postby l-homme-d-action » 04 Sep 2015, 17:26

Image
this the base model (called Gown ), the one in the kart is this : Image
the bow is very rough :lol:
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Re: Kart models (not only 2)

Postby ArDanWol » 08 Sep 2015, 14:06

Hey, I'm not seeing the download for the other kart models. Could you repost those please? I'd like to possibly derive an addon kart from one of them.
I'm know pretty much everywhere else on the internet as "Kpenguin"
"Profanity is one language all computer users know" - Murphy's 50th Law of Computers
Software bugs are impossible to detect by anybody except the end user - Murphy's 31st law of software
Each computer code has five bugs, regardless of how many bugs have been already found - Murphy's 50th law of software
"That's not a bug, it's an undocumented feature!"
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