I am not sure if this is a better way to show the model we have so far, but I think it shows the geometry and shapes of the car quite well. Rims are still in the making, renders of that will probably be uploaded tomorrow.
Thank you! Well, since we'll be busy with this car.. I don't see any reason to keep you from making the Lancia Stratos Zero Concept car, haha. Getting that car to the game would be phenomenal.Never seen or heard of this car before, but you model looks very nice and very clean.
Dibs on the Lancia Stratos Zero concept though, been thinking about that one for a while
Ah, ok. Thanks for the advise! We will look into posting better screenshots, also including the visible geometry so people can help us improve where needed/possible. I don't see your comment as being picky, we're trying to learn along the way here and your insight is valuable to us.
And for the Maserati Boomerang.. yes, I would love to see more of those "futuristic" late 60's, 70's cars in the game.
Like the Fiat Abarth 2000 Scorpio
Lancia Stratos Zero Concept
Alfa Romeo Carabo
And so on..
They're all interesting and odd in their own way.
I think the Hurricane is my favorite of all the 'folded paper design' cars (even if it isn't quite as angular as the true folded paper cars).We had this beast in Australia.
What on earth were all the designers smoking in the late 60s / early 70s??
PS, I can not stop looking at this Manta, I can not wait to experience that spacious interior with middle driver position. I'm proud that my name is "Mantas" lol
I'm happy about Opel Manta too lolm ebboo has been working on it, I think it is awesome cars, despite there are jokes about it xD
I wish there was an onboard video, this is special car.
11K is definitely a bit much, but for such beautiful rims.... Maybe you could reduce the poly count without much beauty loss, 7-9k polygones ? These are very complex rims, including KnockOffs. I see some loops which seems not to be very necessary. Ofcourse I might not notice something right now. ctrl+z is always a friend if you mess up a little
You'll have to make rimblur anyway, so this count will not matter as soon as car will hit ~50-60kmh.
Both basically. Its a low poly object you project a blurred transparent render of the detailed rim upon. The green ones in this picture. Via blurred_objects.ini you tell the AC engine at which speeds to switch between both version (it works based on wheel speed, not car speed).How does the rimblur work? Is it a texture or a 3D object?
Both basically. Its a low poly object you project a blurred transparent render of the detailed rim upon. The green ones in this picture. Via blurred_objects.ini you tell the AC engine at which speeds to switch between both version (it works based on wheel speed, not car speed).
View attachment 185136
The green blur rim is split into two parts because the AC Shaders don't like objects with mixed transparency. The middle part there would disappear if viewed "through" the transparent front disc.
I moved them apart here, normally you stack them like this.
View attachment 185138
Both basically. Its a low poly object you project a blurred transparent render of the detailed rim upon. The green ones in this picture. Via blurred_objects.ini you tell the AC engine at which speeds to switch between both version (it works based on wheel speed, not car speed).
View attachment 185136
The green blur rim is split into two parts because the AC Shaders don't like objects with mixed transparency. The middle part there would disappear if viewed "through" the transparent front disc.
I moved them apart here, normally you stack them like this.
View attachment 185138
For this I'd also separate the hub from the blurred spokes too, as when spinning you'd still see the back of the hub where it mates with the brake disc
I'm seeing too many posts lately worrying about polycount, counting every single triangle and it doesn't makes sense. The budget for official cars is 125k TRIANGLES (not polygons) outside inc. wheels, and 125k triangles for the HR interior.
It's a waste of time IMO to count for every single part of the car, just worry about the final budget. Make each part as detailed as you like using a reasonable polygon count (just think how close you can be to that part in game, for example make a tail light more detailed than a shock absorber in a closed car), but worry about optimizing the mesh later when you have completed the car if you exceeded the 250k budget. It's a more productive way of spending time.
Oh, yes, rims look perfect so far
Nice, but images are unavailable