FSAE car build

Discussion in 'Car Modding' started by Fred Drury, Oct 28, 2018.

  1. Fred Drury

    Fred Drury Registered

    Joined:
    Oct 16, 2018
    Messages:
    5
    Likes Received:
    2
    This year, as a member of the University of Alberta's Formula SAE/Formula Student team, we have begun building a racing simulator with an old chassis and a mod for rFactor 2. I am starting this thread as a build log of getting the car in game.
    Fortunately, we have a very detailed Solidworks model to work from. Unfortunately the model has a crazy level of detail and close to 4 million polys :'( here is a render of the original:
    [​IMG]
    Over the past 2 days I have been removing washers, nuts, and bolts which didn't vastly improve the appearance of the car.
    For some body panels I was able to remove the interior faces as they shouldn't be visible in game:
    [​IMG]
    One somewhat painstaking task is converting all of the tubes on the car into cylinders:
    [​IMG]
    [​IMG]
    After completing the above mentioned tasks, I will move onto editing components of the car either so that they line up better (due to removed hardware, errors in original model, etc.) and to reduce the poly count.
    I have a few midterms coming up but will hopefully be able to post more soon! I am totally new to this so happy to receive suggestions and feedback :)
     
    Mauro and Jeferson Richart like this.
  2. KittX

    KittX Registered

    Joined:
    Jan 11, 2012
    Messages:
    147
    Likes Received:
    62
    Honestly with that polycount I'm not sure it's even worth taking this model. Maybe only as a reference, to buld a game model upon it. Maybe good idea would be baking normal maps from all the engine components and other parts of this model so they can be re-used. Washers, nuts and bolts too could be rendered to the normal map, using the projection modifier, onto the car body mapping of a game model.
     
    Fred Drury likes this.
  3. Leonardo Nogueira

    Leonardo Nogueira Registered

    Joined:
    Apr 1, 2016
    Messages:
    260
    Likes Received:
    358
    Search for zbrush... it has a retopology perfect to re-create a high mesh in lowmesh and then create a normal map from the hi mesh!
    Another option is topogun!
     
    Fred Drury likes this.
  4. Fred Drury

    Fred Drury Registered

    Joined:
    Oct 16, 2018
    Messages:
    5
    Likes Received:
    2
    I've reconstructed and optimized so many parts I may as well be starting over haha. Down to ~300k polys now. I think I read somewhere that 70k is a good number to aim for? I am very new to this lol.
    I like the idea of the projection map, I'll have to check that out, thanks!
     
  5. Fred Drury

    Fred Drury Registered

    Joined:
    Oct 16, 2018
    Messages:
    5
    Likes Received:
    2
    I've heard about zbrush but never tried it before. I guess now is my chance haha. Thanks!
     
  6. Leonardo Nogueira

    Leonardo Nogueira Registered

    Joined:
    Apr 1, 2016
    Messages:
    260
    Likes Received:
    358
    TOPOGUN IS MORE EASY... ZBRUSH IS MORE COMPLETE!
     
    Fred Drury likes this.
  7. Fred Drury

    Fred Drury Registered

    Joined:
    Oct 16, 2018
    Messages:
    5
    Likes Received:
    2
    Cool, I might try that then. As much as I would love to be great at modelling and learn all the complex tools, given the amount of time I have, "easy" sounds great haha :)
     
  8. Fred Drury

    Fred Drury Registered

    Joined:
    Oct 16, 2018
    Messages:
    5
    Likes Received:
    2
    This diff hanger and assembly was beautifully modeled but is going to take a ton of reworking to get in game haha (currently 34k polys)
    [​IMG]
     

Share This Page