Pixelation
Critique => 2D & 3D => Topic started by: vierbit on December 11, 2008, 09:43:26 pm
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Getting a bit again into 3d stuff recently.
Made in blender, 312 triangles. A bit of an hassle to avoiding these damn distorted textures.
(http://i397.photobucket.com/albums/pp57/vierbit/DreiDe/car_textur.png)
(http://i397.photobucket.com/albums/pp57/vierbit/DreiDe/car_solid.png)
(http://i397.photobucket.com/albums/pp57/vierbit/DreiDe/car_wireframe.png)
Not really an optimized texturlayout, maybe editing that later
(http://i397.photobucket.com/albums/pp57/vierbit/DreiDe/textur_final.png)
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Very nice. Not too hot on the colour tho, it looks very DDR :D
you could save some tris on the wheels.
http://ptoing.net/edit/safetris.png
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Wheels could also deal with 8 divisions instead of 12. I like your texturing on this =)
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update
(http://i397.photobucket.com/albums/pp57/vierbit/DreiDe/car_textur-1.png)
(http://i397.photobucket.com/albums/pp57/vierbit/DreiDe/animation.gif)
(http://i397.photobucket.com/albums/pp57/vierbit/DreiDe/textur_final-1.png)
@ptoing
haha, well now that you mention it ;)
Good point on the wheels.
@TrevoriuS
The wheels have now 10 divisions, think thats a good compromise.
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well I think it looks great. even with the reflections painted on, I think the texture looks so solid and consisten that you sort of forget about it and just see it as a whole.
well done. probably try more colors of the paintjob, and maybe some stripes or something? :)
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I really like this. Maybe you could try going for extreme UV optimizing. Like 1/3 of the top texture could be mirrored for the other side, the wheels would work with just half a wheel texture and the wheel treads would do just with a really small texture for a single wheel division.
Oh and i think you need some big exhaust pipes for the rear or the sides ;D
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very spiffy sir, very spiffy indeed.
i'm sort of missing mirrors though, i think if you optimize the side a bit you could make the mirrors and not add to the polycount,
you could also take a few polies off of the tires as previously mentioned.
and a note on the texturing.. the dithering and dither-aa doesnt work well in a 3d environment, it gets messy really fast
it might be nice to study http://www.kennethfejer.com/lowpoly.html (http://www.kennethfejer.com/lowpoly.html) stuff a bit to see how he does texturing
with proper mirroring etc you could compress your texture into a 128x128
*rummages*
http://www.20threed.com/images/tuts/ds_optimization/Ds_optimization01.gif
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the blue texture looks great!
made an edit to pack the uvs closer together, resized for 256x128 which saves on memory.
(http://img120.imageshack.us/img120/8139/cartextureexamplezf2.jpg)
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D: You killed the pixels!! D:
EDIT:
(http://ptoing.net/edit/cartexture.png)
The pixels, THEY LIVE!!
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meh! just use sharpen filter :D
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WHAT? Sharpen? you kill the zombie pixels then!!!
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Heh, no matter how "unoriginal" you claim this to be I still love it!
Now make a racing game and earn my respect forever :D