Beta released
See http://www.racedepartment.com/downloads.php?do=file&id=2751.
(obligatory Blender render. Really I should set up this scene or similar in Racer at some point.)
I recently switched to Blender and I'm looking for advice cleaning up triangles into squares. I got the basics done with the triangle to quad tool (shift-J) but I'm still left with a bunch of triangles around the edges of things. This sort of thing worked ok in ZModeler but it seems to make normal problems in blender (also subsurf hates triangles). How do I smoothly merge from 2 rows of polygons into 1 while only using quads? I'll probably end up adding some polygons to the C-pillar, but in a more general sense I'd like to keep the poly count down and I can't have rows going all over the place to suit one corner.
On a more completion-wise note, I've filled in the gaping hole in the underside (it used to just have the wheel-wells modeled, which worked ok if the camera stayed high), so it just needs the engine/driveshaft/exhaust to be complete. I'll be working on the interior next. Right now the suspension is not set up for generic models but I guess eventually I might do that.
Things to do
- trim around the top of the doors (to prevent drips?)
- small chrome bits (tail fins, gas cap, badges)
- general poly structure improvements
- interior (doors, trunk, then add dashboard, seats etc.)
- engine/drivetrain/exhaust (only what's visible from below, for now)
- high LOD body subsurf? Body is only ~8000 polies, so 1 level only makes it 30k & looks quite a bit smoother up close
Once these are done I should be able to put out a beta version, and hopefully get help with the .ini side of things.
Before final release:
- better tuning
- baked/photo textures
- more poly structure improvements, whatever catches my eye as imperfect
- shift moving/optional parts to separate generic models (suspension, doors, seats, driver)
- blur & LOD models, interior model
- lights all around
See http://www.racedepartment.com/downloads.php?do=file&id=2751.
(obligatory Blender render. Really I should set up this scene or similar in Racer at some point.)
I recently switched to Blender and I'm looking for advice cleaning up triangles into squares. I got the basics done with the triangle to quad tool (shift-J) but I'm still left with a bunch of triangles around the edges of things. This sort of thing worked ok in ZModeler but it seems to make normal problems in blender (also subsurf hates triangles). How do I smoothly merge from 2 rows of polygons into 1 while only using quads? I'll probably end up adding some polygons to the C-pillar, but in a more general sense I'd like to keep the poly count down and I can't have rows going all over the place to suit one corner.
On a more completion-wise note, I've filled in the gaping hole in the underside (it used to just have the wheel-wells modeled, which worked ok if the camera stayed high), so it just needs the engine/driveshaft/exhaust to be complete. I'll be working on the interior next. Right now the suspension is not set up for generic models but I guess eventually I might do that.
Things to do
- trim around the top of the doors (to prevent drips?)
- small chrome bits (tail fins, gas cap, badges)
- general poly structure improvements
- interior (doors, trunk, then add dashboard, seats etc.)
- engine/drivetrain/exhaust (only what's visible from below, for now)
- high LOD body subsurf? Body is only ~8000 polies, so 1 level only makes it 30k & looks quite a bit smoother up close
Once these are done I should be able to put out a beta version, and hopefully get help with the .ini side of things.
Before final release:
- better tuning
- baked/photo textures
- more poly structure improvements, whatever catches my eye as imperfect
- shift moving/optional parts to separate generic models (suspension, doors, seats, driver)
- blur & LOD models, interior model
- lights all around