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[deleted comment]
Here is a screenshot to visualize 2 and 3.
Original comment by Cry...@gmail.com
on 5 Nov 2011 at 1:39
Attachments:
4. Fix 360 black front lights (on texture).
Original comment by Cry...@gmail.com
on 5 Nov 2011 at 1:52
5. Create car bottom textures (visible when car is wheels up).
Only RS2 and M3 have it, the rest is just body color or black/gray reflection.
Original comment by Cry...@gmail.com
on 5 Nov 2011 at 2:03
6. Remove the easter egg, whole texture sticker in 3S seen from inside camera
(or should we keep it ? :)
Original comment by Cry...@gmail.com
on 5 Nov 2011 at 2:04
7. Create specular maps for all cars. White for reflective surfaces and black
for rubber parts and stuff that should never reflect (also car bottom).
Original comment by Cry...@gmail.com
on 5 Nov 2011 at 2:06
[deleted comment]
8. Separate wheels to 2 meshes (1st rubber, 2nd rest) to separate tire rubber
from rest (high specular, shiny, metal parts).
Or create a specular map like in Comment#7, I'd say more meshes would look
better, and no need for 2 specular settings.
Original comment by Cry...@gmail.com
on 5 Nov 2011 at 2:11
Anyway since only scrawl is capable of some modeling I'm assigning this to you.
Original comment by Cry...@gmail.com
on 9 Nov 2011 at 4:16
7. Create specular maps for all cars. White for reflective surfaces and black
for rubber parts and stuff that should never reflect (also car bottom).
This specular map would probably be used for both cubemap reflection intensity
and specular exponent. It's best to store it as alpha value for the blend map,
so we don't need another texture.
8. Separate wheels to 2 meshes (1st rubber, 2nd rest) to separate tire rubber
from rest (high specular, shiny, metal parts).
Or create a specular map like in Comment#7, I'd say more meshes would look
better, and no need for 2 specular settings.
Brake disc should be another mesh too because it does not rotate like the rest
of the wheel.
Original comment by scrawl...@gmail.com
on 9 Nov 2011 at 4:50
done: 6. Remove the easter egg, whole texture sticker in 3S seen from inside
camera (or should we keep it ? :)
Original comment by scrawl...@gmail.com
on 9 Nov 2011 at 4:58
[deleted comment]
Started ES from scratch, cleaning up the meshes now, after that comes making it
low-poly, unwrapping it, baking/texturing it. Also planning to do normal and
specular maps.
Original comment by scrawl...@gmail.com
on 29 Nov 2011 at 7:36
Some progress update.
I decided to start with interior because current ES has it broken in the most
horrible way. Got the vert count down from 17k to 11k and unwrapped it, did
some baking tests which already looked very good. I hope I can finish it this
weekend. After that still to do is chassis and wheels.
Original comment by scrawl...@gmail.com
on 3 Dec 2011 at 1:52
done: 4. Fix 360 black front lights (on texture). (by scrawl)
Original comment by Cry...@gmail.com
on 17 Dec 2011 at 2:51
updated 5. Car bottoms aren't reflective now, and 360 has it grey now. Still
need some textures for most of them.
Original comment by Cry...@gmail.com
on 17 Dec 2011 at 4:00
9. make new left wheels meshes so they have the same tread (for all cars)
Original comment by Cry...@gmail.com
on 23 Dec 2011 at 4:39
Attachments:
-----------------------------------
Still big todo (would be great to have it):
1. Model 3D interior for cars 3S and XM (not easy, maybe take some parts from
other cars).
And I would really like
10. New wheels for 3S and XM.
Upping priority to High.
-----------------------------------
Smaller todo's left:
(not so badly needed, as the above, see detail descr. above)
2. 3. Holes in shadow.
5. Apply car bottom textures (maybe use from NS or M3).
8. Split wheel meshes to rubber and rim (2 different materials).
9. Left, right wheel meshes (mirror).
Original comment by Cry...@gmail.com
on 18 Mar 2012 at 7:25
[deleted comment]
[deleted comment]
Update.
1. I made interior for 3S, will either do it for XM too, or just have a newer
ver of XM car and remove this.
10. Done, also for TC6.
5. Done for ES, will do rest someday.
8. Use 1 material, but different parts on texture to save draw calls (batches).
Rest not that needed. Closing.
Original comment by Cry...@gmail.com
on 23 Apr 2013 at 8:42
Original issue reported on code.google.com by
Cry...@gmail.com
on 5 Nov 2011 at 1:36