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wooolF[RM]
26th April 2003, 14:22
What can I say? That's PRO!

http://www3.telus.net/public/vinnik88/site/

Felix
26th April 2003, 15:14
Omg thats nice as hell. I wish I could afford one of those.

wooolF[RM]
26th April 2003, 15:15
u wish u could MAKE one of those :p ( as 3D model )

Felix
26th April 2003, 15:25
Yea, but we all know I have no skills :)

Da BuzZ
26th April 2003, 15:57
Originally posted by wooolF[RM]
What can I say? That's PRO!

http://www3.telus.net/public/vinnik88/site/ Mmmmm sexy :D Now if only we could put that model into HL :p thinking of the HL Rally mod :p

DarkCloud
26th April 2003, 20:52
sweet merciful crap! that must've taken a hell of a long time to assemble. not unless s/he's worked like a maniac going night and day with everything that person wanted to do in their mind set already.

It looks like a porche combined with a corvette. in some of the views, it kinda still has the CSI look with the lights and all.

b!zZ
26th April 2003, 21:21
omg very nice
.. hmm thats german quality :P
BMW ... hmm translation : bayrische motor crafts :> or somthing like that ... :laugh:

Dark Blaze
26th April 2003, 21:33
Very good detail, very good indeed. It is probably a project of his either for his studies or for future work he has or even mere interest, but I expect more the first two.

luck777jojo
27th April 2003, 02:09
Very nice..... if I could do something like that.... I would be making money off of it already ;) :p

bigtimestuff
27th April 2003, 02:18
:eek: Im drooling.

Syphon
27th April 2003, 14:08
Überl33b

Thats all i got to say, its intense..

DarkCloud
27th April 2003, 14:24
from the looks of it... I would have to guess.... there are about 30-40 parts in the assembly. probably about on a 1.8ghz machine maybe about a 10-20 minute loading. the tires are probably mirrored over and so are the muffler and half the car. I probably would have to say that the file size total with the skins are nearly 100mb - 150mb. I think with autocad.

That's just my estimate.

Machiko
27th April 2003, 14:28
they do heavier poly work in films. 90% of Star Wars for instance. They used a full body scan for wesely snipes in blade 2 etc. They most likely mirrored everything but the unique parts, much like the guys who built all the ships in attack of the clones did.

my older avatar i mirrored half the word, but i had like done 100% realistic hair...if anyone here saw that. That took forever.

wooolF[RM]
27th April 2003, 15:59
did it? :p

Sno
27th April 2003, 20:49
OMFG that PWNS I want one if I could drive

Bendah!
27th April 2003, 22:39
I want a Porche :p

Machiko
28th April 2003, 05:16
Originally posted by wooolF[RM]
did it? :p

I be tyou are talking about blade 2, since we talked about this before? Ya they used a full body scanned model of Wesley Snipes for some scenes. It was cool. All the clonetroopers in EP 2, were not real either. Lucas even said, at least during the entire production of the movie, they never made one clonetrooper suit. It was really cool too in some fx book, where they showed how they made the clones, very similar to the modelling I do, but just higher poly...stuff that I can do, but not for a game. I've tried before..performace drops too much makingit hard to even exit out of the game short of cutting the power.

That car is cool though. I'm not a car fanatic but I appreciate good modelling.

H4ze
30th April 2003, 05:31
Wow. That is nice. Wheew

bigtimestuff
30th April 2003, 09:20
I think these may be replacing the Z3s but im not certain:(
I like the Z3s, but this is way tighter. Course probably costs alot more too.;)

Dark Blaze
30th April 2003, 13:22
The polygons on it must have been around 20k or more.. I am saying a really small number if you carefully have a look at the detail...

wooolF[RM]
30th April 2003, 13:24
really small? O.o man, look at the rendering :D

GrumpySpyGuy
30th April 2003, 17:31
lol, how many hours of rendering do you think that would take?? Geez, I love it, I want it

Machiko
1st May 2003, 04:41
my 24,600 tri (had real looking hair), old avatar head model rendered in about 2000 seconds. The Output Size can affect things too as well as a few other settings. Also they might have been using Polybump. This is where you build and render an extremely low-poly model using an ultra high-poly model displaying virtually no visible difference between the two. Rendering times then a really small fraction of the time that would be needed for rendering the high-res object. It's a way to generate a normal map for lighting using a high-poly model as the base for the low-poly model. Then when it renders in real-time inside the game, only the low-poly model is being used along with the earlier generated normal map for lighting /bump mapping. The result is high-quality lighting that is similair to using more polys, but only a low-poly model is used in the game... you know dot3 bump mapping.
Doom3 is doing sim to this.

On the other hand, the high-poly version of the model could also be used in a game, but not for rendering the polys. Just to determine bump and shadow calculations - lighting, while the low-poly version of themodel is rendered. It depends on the engine... some may only be using the high-poly version for pre-generated data maps.

mitsurugi
1st May 2003, 15:35
how do you make one of those?

Machiko
1st May 2003, 17:18
3dsmax or maya. It's not hard once you get past the early stages of using either of these, but it is time consuming plus it helps ALOT if you have good anatomical or tight tech designs of what you're about to create be it human or a vechile or whatever.

mitsurugi
1st May 2003, 17:24
Hmmmm. Well it sounds good. Design is something I haven't harnessed. It's somewhere in me, but I haven't used it much or something. I got 3d Studio max but I could only get some basics down. Nothing really complex. Don't have maya. Has anyone heard of something called Renderware? If so where can I obtain it from? I've only read about it.

Machiko
1st May 2003, 17:29
yeah heard of it, don't use it.

http://www.renderware.com/


download the beta version -

http://www.rwmodeler.com/downloadinfo.htm