Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / BMW 323i

Author
Message
BOC4J
21
Years of Service
User Offline
Joined: 31st Oct 2002
Location: United Kingdom
Posted: 12th Dec 2002 11:19
check out my latest model, i ought to finish it tonight all below 5000 polys

http://www.geocities.com/boc4j/Cars/BMW_323i/BMW_323i.html
pathfinder
21
Years of Service
User Offline
Joined: 5th Sep 2002
Location:
Posted: 12th Dec 2002 13:57
Very nice start into producing a car. Ive done a few cars and I really know how hard they are to produce, so very good work. Theres quite a few errors on the body work, but they are plainly in view and iam sure your awhere of them. Keep going at it, I usually use spline patching. Try it if you havent tried it yet. Good to see that your not sticking to just low-poly stuff.

BOC4J
21
Years of Service
User Offline
Joined: 31st Oct 2002
Location: United Kingdom
Posted: 13th Dec 2002 13:00
click on the link again and see the model finished with about 4600 polys

pathfinder
21
Years of Service
User Offline
Joined: 5th Sep 2002
Location:
Posted: 13th Dec 2002 13:01
much better mate, well done

BOC4J
21
Years of Service
User Offline
Joined: 31st Oct 2002
Location: United Kingdom
Posted: 13th Dec 2002 13:10
cheers

pathfinder
21
Years of Service
User Offline
Joined: 5th Sep 2002
Location:
Posted: 13th Dec 2002 13:19
you tried plonking it into darkbasic yet? maybe have a random map to drive your models around in

Shadow Robert
21
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 13th Dec 2002 14:13
it has that VRML feel about it ... cause alot of VRML artists don't bother with textures or unstandard shading angles to make smaller files.

At 4,600 you could reproduce this with basic cartoon style textures get the same feel but allow you to shade properly.
That aside, you really do need to learn to use Shade Groups. Models that just go for a standard/unified angle tend to looks kinda weird - like this one is obviously 60° or more which gives it that stretched looks (my bet would be on a single 90° group)

The shape is relatively good for the most part, some inconsistancies - a few mesh's that should be snapped to vertex havn't been making it look messy. But a good effort.

Anata aru kowagaru no watashi!
BOC4J
21
Years of Service
User Offline
Joined: 31st Oct 2002
Location: United Kingdom
Posted: 13th Dec 2002 14:21
thanks for comments.

i have slaped it into dbp, it looses its shiny look but i am thinking of sphere mapping it. i also have to ghost the windows

pathfinder
21
Years of Service
User Offline
Joined: 5th Sep 2002
Location:
Posted: 13th Dec 2002 16:25
nice

Dennuz666
21
Years of Service
User Offline
Joined: 9th Oct 2002
Location:
Posted: 13th Dec 2002 23:41
I like it! But for all those face it looks a bit 'flat'. Maybe a nice texture from photograps will help?

Login to post a reply

Server time is: 2024-04-20 02:40:18
Your offset time is: 2024-04-20 02:40:18