AuthorTopic: Yet another car  (Read 6165 times)


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Yet another car

on: December 21, 2011, 10:15:55 am

I'm new to this forum, but you guys did open my eyes: I love pixel art, I love 3d art, but never thought to mix them together, and never thought it would look great.
Thanks to you all! :)
The style is SO GREAT, so cheap to make, and so cheap to render, oh my... new horizons of productivity open in front of me ... ok I stop here ;D

So as my first 3d pixel art, I did a car.
Not very original, but a good model to start with: not too hard, yet not too boring.
I got my inspiration from the already famous kenneth. All done with Blender and Gimp.

I know there is this ugly seem right in the middle, because I used mirrored UVs. It doesn't appear in the realtime version, but this is still annoying.
If anyone knows how to get rid of it in Blender, thanks.

I went a bit further by adding specular and emissive maps for greater effects  :hehe:

Done in 2 hours, but now that I got the workflow, my next model should take less time.
Next time I want to make a character.

Offline skeddles

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Re: Yet another car

Reply #1 on: January 02, 2012, 10:51:16 pm
pretty nice, I like how simple the model is, I kinda wanna do one now...

what's with the line down the middle of the model in the 3d render? did you mirror it? that's happened to me before, no clue how to solve it

Offline G_Dragon

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Re: Yet another car

Reply #2 on: January 12, 2012, 04:53:57 am
I think the issue could be 1 of two things. Firstly, it could be the mip-mapping. Turn off all of the mip-map related features, and maybe turn off anti-aliasing. That should get rid of the seam.

Either that, or get rid of that edge loop and rebuild the texture.