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Cars - to do list

PostPosted: 17 Jun 2014, 07:55
by CryHam
So this is like the 3rd version now (old topic here).
NOTE: The fun period of just posting links of cars is over.
If you don't see a car here - this means I'm not interested in it :!:

If you know Blender and want to help, post here or on IRC, otherwise - do not post.
There are 2 Wiki pages about cars: CarModeling and CarEditing.

Current cars still need some work:
- N1 and some wheels use far too many materials, need to put them in 1 texture
- ambient occlusion for many cars, usually means also body uv unwrap
- dashboard, if anybody wanted to drive from in-car camera, most cars are bad for it - (I won't do it, post if you want)
- issues with roof, space between car door, windows, etc. - holes when seeing car from side or looking from inside car
- some have still quite big triangle count: OT, TW, also on wheels

As for the new cars, there are already awesome cars made in Blender.
They still need some work:
- make them low poly for game (remove subdivisions, decimate when necessary)
- UV unwrap, texturing (best is all non-body parts on 1 texture)
- interior (if none, have to make a simple one)
- exporting and testing

This is a specially crafted list of cars that may appear in SR in future.
I post in this topic when something gets done or changes.

---- Good looking fast (asphalt) cars, not exactly fitting
Lamborghini Gallardo
Nissan GTR R35 - [Started]
McLaren Mp4
Ferrari 458 Italia - to replace 360
Porsche GT3 RSR - to replace CT

---- Slower cars - not needed, later
Lotus Elise
Chevy S-10
John Cooper Works Mini
Honda Civic Estilo
Ford Fiesta

---- Bikes
Rocket Bike - lot to do, high poly
-- Usual bikes - not needed, quite small, later
Honda - [Next]
Suzuki 2008 - high poly
crf 450r

---- Trucks - having 2 rear axles
Semi Truck
Truck - faster

---- Spaceships (bike)

Re: Cars - to do list

PostPosted: 18 Jun 2014, 10:07
by CryHam
- LK4, XZ - uv unwrap (also for wheels), simple and good AO, textures, added ceiling for XZ etc.
I got S1 and N1 imported into blender. I had separated faces/vertices first but Remove Doubles and then Smooth fixed this.

Re: Cars - to do list

PostPosted: 21 Jun 2014, 22:42
by CryHam
Ford Focus WRC 2000 - FN, replaces FM
preview: ... ews/FN.jpg

Also S1 look was improved (1 material, baked AO).

Re: Cars - to do list

PostPosted: 19 Jul 2014, 23:19
by CryHam

Re: Cars - to do list

PostPosted: 04 Jul 2015, 20:50
by CryHam
Updated the list, with some changes.
And started working with this one:
Is terrifyingly fast. Should be soon in SR.
PS. Blender is awesome :cool:

Re: Cars - to do list

PostPosted: 07 Jul 2015, 22:18
by CryHam
Lamborghini Veneno
preview: ... ews/Y7.jpg

Is the fastest car now, also looking much cooler than XZ.
Drive carefully though, it was expensive :lol:

Re: Cars - to do list

PostPosted: 11 Jul 2015, 02:43
by Wuzzy
Looks nice. I wonder how well it handles the tracks.

Re: Cars - to do list

PostPosted: 11 Jul 2015, 12:35
by CryHam
Probably similarly to XZ just faster. Likely bad for bumps but rest should be ok.

I started with bikes and the 1st test bike BV is on master.
Will finish model later.
ATM, still bit wobbly, and very intolerant of bad jump landing.

Re: Cars - to do list

PostPosted: 13 Jul 2015, 20:09
by CryHam
Bike done, preview: ... ews/BV.jpg
Actually now jumps very well.

Re: Cars - to do list

PostPosted: 13 Jul 2015, 21:25
by CryHam
I've been driving vehicles with 6 and 8 wheels (very WIP).
Too bad we don't have any models for that (I've looked). Maybe I'll combine UV and BV meshes somehow IDK.
Worst thing is, it needs that bloody replay code rewrite, and some multiplayer fix too, since that is all with constant 4 wheels.