Audi R18 2012 - Wip (no release)

Discussion in 'Vehicles' started by tommy86, May 11, 2012.

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  1. tommy86

    tommy86 Registered

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    Hello guys, after some time sworking on this project I decided to post something on this forum to maybe find some help transferring that car on rf2

    I wanna thanks Onno Van Braam (theblueprints.com) for providing me the material needed for start modelling

    After collecting tons of images, I started modelling the wheels, then body shape, mesh refining, details add (almost simple mesh + texture) and this is the result (some render in vray too)..

    [​IMG]
    [​IMG]
    [​IMG]

    Final model (clay material):

    [​IMG]
    [​IMG]
     
  2. tommy86

    tommy86 Registered

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    And these are some vray render too :)

    [​IMG]
    [​IMG]


    Now, I've started the shading and transfer to rf2 but this is the hardest part for me, because it's the first mod i make and I a bit in trouble eheh
    I hope to going on with it and post something soon!!

    Cheers,
    tommy86@VRG
     
  3. Tuttle

    Tuttle Technical Art Director - Env Lead

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    BELLISSIMA!!! :D

    Ok...we need to talk in eng here...:p

    What is your actual polycount? Maybe could be usefull posting a standard wireframe viewport to understand something more..
     
  4. tommy86

    tommy86 Registered

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    Ciao!

    the model is about 200k polys weight, dunno if rf2 can handle it easily or i need to lower it a bit. You know something about that? :)
     
  5. Simone

    Simone Registered

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    Good job Tomassssooo...;)

    èèèèèèèèèè
     
  6. Tuttle

    Tuttle Technical Art Director - Env Lead

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    Too much imho...:)

    rF2 can handle it...but if you have a complex track and a lot of cars I don't think so...:)

    BTW, are you using NURMS with iterations?
     
  7. Tuttle

    Tuttle Technical Art Director - Env Lead

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    PS: do not count tires on your polycount as you need to model tires with a standard procedure for the flex/deform technology...
     
  8. ethone

    ethone Registered

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    That looks awesome.
    200k is far too much indeed. I could build a track out of 200k polys! ;)
     
  9. tommy86

    tommy86 Registered

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    mmh i think I need to make some optimize so eheh

    it's all poly modelling and then 1 smooth iteration to refine shape. i modelled also bofy cuts with maybe oo much polygons...maybe i can use a texture instead of geometry but I wanna first try if it can be useable like that :)

    Btw thanks all :)
     
  10. feels3

    feels3 Member Staff Member

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    In my opinion 200k isn't to much. I would love to see cars in rf2 so highly detailed :)

    You will see in the future few cars with similar poly count.

    Cars from Forza and Gran Turismo also have big amount of polys and note that consoles aren't so strong as our PCs :)

    @tommy86
    You can do a test, try to run rf2 with 50 cars and you will see how it works.

    BTW.
    @ethone, my track have almost 1 milion polys and the next one will be bigger :p
     
    Last edited by a moderator: May 11, 2012
  11. Tuttle

    Tuttle Technical Art Director - Env Lead

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    Keep in mind you don't need to use meshsmooth everywhere because it creates a lot of unnecessary polys ...so you could apply MS just only where you need more organic shapes...and remember that tires models needs to be modeled for the deform/flex feature, so I think you can save a lot of polys here. :)

    BTW, great job!
     
  12. tommy86

    tommy86 Registered

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    @feels3 I'll definitely do it after i'll able to insert it in game eheh

    I'm still having problems with some gmt files that make rf crash even opening the showroom, so I'm trying to figure out what is the problem...
     
  13. Tuttle

    Tuttle Technical Art Director - Env Lead

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    Drawcalls handling is different...:)
     
  14. ethone

    ethone Registered

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    It's an enduro car that runs in huge fields. I still can't run the Enduracers mod at Le Mans with more than 34/35 cars in rF1 before I get corruption pesumably from memory overflows from too many car models.

    I definitely want to run that R18 in a big field and 200k polys probably won't let me do that. :)
     
  15. Johannes Rojola

    Johannes Rojola Registered

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    And that mod is even very well optimized. 200 000 poly car is great for showroom, but not usable in any multi car racing situations.
     
  16. Tuttle

    Tuttle Technical Art Director - Env Lead

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    Handling 10.000.000 polys of cars (50cars*200k) is a SCI-FI situation...:) NO WAY.
     
  17. feels3

    feels3 Member Staff Member

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    He can use agressive loding :)

    Also it depends how many polys is for exterior and interior.

    If you have very detailed interior you are seeing the only one interior while driving :)
    Interiors for rest of the cars visible from outside can be very simple.


    So with 50 cars actually it's not 10 mln polys visible in the same time but much less :)
     
    Last edited by a moderator: May 11, 2012
  18. tommy86

    tommy86 Registered

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    So, what is the optimal polys number for a car like that? 50k max?

    I'm gonna start deleting some details (maybe you can't even see it in game) and reducing body mesh.

    Thanks
     
  19. Johannes Rojola

    Johannes Rojola Registered

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    Of course you could do so that when FULL graphic setting selected you see the absolute super detailed 200 000 poly cars, but for HIGH/MEDIUM setting you get normal usable cars.
     
  20. ethone

    ethone Registered

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    As few as possible for best performance but as many as needed for proper quality. ;)
    I'm no car modeller but stuff like the rear winglets in the rear light openings could be four polys or so, with proper normals you can make flat and non-prominent (won't work on the wheel arches) parts appear slightly round without spending more polys.
    On the front/rear shots the grid is part of the texture right? Your wireframe mesh is much tighter?
     
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