Between school and my other 2 posted projects (and several more unmentionable ones), I should probably focus on getting more of the Harrier or Osprey in game before designing anything new. Couldn't help myself though, and this got done between tuning the Harrier's transmission, stiffening the Osprey's frame, and the abstract for my artificial intelligence term paper.
Looking good Nadeox! There is already support for snow in the game by the way. @Ninjafinch: The proportions of your design look a bit... odd... but the car itself looks pretty well modeled, so good job Had to ditch the pushrod suspension on the Jeep sadly, didn't work well in n/b. WIP textures for the Iroks... Still need to add some smaller tread details, clean the texture up a bit, and then add mud and scuffs and such. EDIT@below: Yeah, it's slightly blue. Just wanna get it all even first There, no longer blue, added more details. Now just dirtying and scuffing it up and normal maps
Blue tint or just my imagination? I'd suggest neutralizing the hue, maybe painting on a bit of brown dirt...
Nice tires Mythbuster! Monte carloish map for rallying and what not. For now it's part of the mountainroad map which I showed before on community screens -thread but I might separate it into its own map. The entire track is one big 3d model apart from the trees which I modeled and placed with the T3D's forest brush. Very WIP as you can see
It started up front based on the Shelby Daytona. As I moved back, I started looking at the Saab 99, Audi Quattro, Honda CR-X, and a few other period hatchbacks and this is what I ended up with. I'll sort out the greenhouse after I flare out the arches and see what looks like. Also: Thanks!
Got the game yesterday when I realized that its all I ever wanted and now I'm trying to model ~1985 Saab 900.
I hope this makes it to in-game! Some constructive criticism: The hood curvature from the front and to the windscreen is a bit too small, the roof is a tiny bit too high?
So, we got a tunnel now. I tried with a light point for each light source, but the shadows were all weird, and the FPS.. So I tried with a single light at the center (not in the picture), it's a bit better, but doesn't fit the model. Since I still have the curve and all the stuff, I can edit the tunnel to have a light at the center. Or maybe I will not make any tunnel for that part, it's not really necessary.. Also, anybody know why I'm having this ugly artifacts? Mostly on the car headlight, but also on some lights. Lighting setting is on normal. And, Mythbuster said there is snow already, but I haven't found the texture for it in the directories?
Not to be nagging or anything, but can I see the finished diffuse and bump map when you are done, or are you going to be releasing them on something soon so I can just look at them that way?
Doubt I'll ever finish it, but I thought I'd show and hopefully someone else will make his own (better) version of it:
Got some more updates. Abandoned the tunnel idea. Finished placing all the light poles. Made a telecommunication tower and placed it on the top of the mountain (with a pulsing red light too). Made guardrails, need to place them. As for the guardrails, those are kinda lowpoly, I baked the normals from an higher poly version I made, so you don't feel the blockyness Ah, it takes from 10 to 15 minutes to get to the top. You can't drive full pedal, due dangerous curve (and if you get too fast to them, you wheels locks if you try to brake too hard and you slide..muheuhe) V The poles you see is just a single object placed one next to another. If I have to look at the poles, I have to make at least 2 variants with the pole on one side only. I will see what I can do.
Your guard rails are wrong in the sense that it looks like you've made the model as 2 posts with a piece of metal going across. This is great until you put more than on next to each other and then have 2 poles be 6 feet (guess) away and then 2 poles being a foot (also a guess) away. I hope you see what I mean. Otherwise, they look nice.