Hello everyone,
my semester holidays have begun, and so I have a lot of time to spend on Blender; in this thread I’ll be posting screenshots, wires, videos, etc of my WIP models before I move them to the “Finished” section.
Damn! i was having in plans of doing this car in R spec for track. and update it to the new GT3 class but i was thinking that i will go more crazy and i took ferrari testarossa and i have basicly model the wheels and main body now the problem is that the car is pretty damn high and i have to make quite a lot of new body not just spliters and diffuz… sooo keep watching on your project ^^ maybe later we will do some collaboration render :> The cars are a bit from the same time i think if i remember correct so pretty cool to see it.
I have begun working on the textures, the engine was first.
Coloring is finished, now I need to find proper textures to “spice up” the plain colors, the texture looks too clean as of now.
(I had to insert the background sky in GIMP, since apparently, Blender doesn’t render gradient backgrounds with Opengl - although that gradient showed up just fine in the viewport. The “Paze” logo is postprocessing, too.)
I like it. Is this meant to be a game model? Anyways, it looks good and I like the detail that you are putting into it, while still keeping it lowpoly.
Finished the textures. Each shader now has three textures, one diffuse, one specular, and one reflection intensity texture. Here’s a turntable (as always, rendered with OpenGL):
//edit: I have no idea how to get rid of the stuttering. I’m rendering with 60FPS, the format is h.264 avi. Does anyone know how to fix that?
//edit no. 2: Some data:
Textures used: 8;
2x 2048², 2x 1024², 2x 256², 2x 64²
Materials used: 5;
Polycount: 20527 tris. With rims and tires, this will clock in at around 25k tris, as desired.