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[2003 Ferrari Enzo] 3D Art at its best

manufan

Starting XI
Hi all. I've been working on a Ferrari Enzo for the past 2 days now and I'd like to share my progress with you. It's not anywhere near completion but I'll keep you posted in this thread. Things to do:
Tires and Rims
Interior
Headlights
Minor Details(mirrors, texturing, air intakes)
Fancy Renders:p

Here are some pics





What do you think?
 

Vazza

Starting XI
It looks great so far...just in case some people wanna compare it to the real thing...here's a pic.
 

eddy_87

Starting XI
wow....great......:rockman:

btw, u're making this for....? game? err...sorry if this question looks dumb but i really don't know what is this for and i'm interested in making it too.....what programe do u use to make this 3D model?
 

Budge

Starting XI
that one with tha wireframe overlay looks sweet as!! can't wait till u post tha finished version, a fair amount of work has gone into that! geez i really need to get a decent 3D software...
 

manufan

Starting XI
@eddy_87: I started making it for gta vice city, but i ended up just making it for the fun of it. I'm using Lightwave 3D 7.5:)

Thanks for the great comments guys! Updates coming up soon!
 

manufan

Starting XI
Originally posted by iceboy
V. nice!!! but waaay too much polygons man, that's why u can't put it in real time.
I know. That's a render of it in NURBS mode. And that's nothing considering people make 60K poly cars for gta games and they work fine in-game.
 

manufan

Starting XI
Originally posted by iceboy
they have super computers ;) for real time it should be about 5000 for today's engines. Even for half life 2 it's about 7500 for important charactors. http://collective.valve-erc.com/index.php?go=source_mod_faq#eng_01

I'd say after u've done making the model, try to make some racing animation. ;)

Btw, gt4 has also very little polygons yet, it looks so real too.
5000? We're not modelling for nintendo and psone anymore man. I have extremly high-poly cars yet my game runs fine and i have a PIII 600 mhz geforce 2 mx.
 

iceboy

Senior Squad
For psone, it's only a few hundred.
For this generation consoles (xbox, gamecube, and ps2), it's about 1500-3000 polygons each charactor.
The half-life 2's is already a good evidence. I hope you won't be annoyed or something but this is important: Making low poly models, yet it still look great is what people want in a real time game.
 

manufan

Starting XI
Originally posted by iceboy
For psone, it's only a few hundred.
For this generation consoles (xbox, gamecube, and ps2), it's about 1500-3000 polygons each charactor.
The half-life 2's is already a good evidence. I hope you won't be annoyed or something but this is important: Making low poly models, yet it still look great is what people want in a real time game.
Oh of course! That's the pinnacle of 3d modelling. Being able to make low-poly stuff look great. But I aint making this for any games. I'm makin it for regular CG so scratch that for now.;)
 


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