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GOURANGA! Forums > Editing > 3D Mods > Little Neural
Post 1 | New
Fragdieb2
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I've started on another neural-shaped concept, this time more like a small roadster size car:


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Will
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I don't go much on the floor...  :P

No, looks good, kind of like those little roadster thingy's with the spaceframe chassis and all. You going to put wheel arches on the front or not?

The shape looks good, but where does the engine go? You could rip the one out the BF injection and bung it in with a few more details, it was sadly lacking many vital components.  laugh But yeah, or you couild set it in between the rear wheels in the gap.

This looks fun though, Put in a passenger seat behind the first though, or the game might crashy.

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Fragdieb2
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The front wheels will stay open, there will be an open double wishbone suspension system that holds them. There will be two seats in the chassis, I just forgot to mirror the seat. There's no room between them for a gearstick, though, so the gearstick will have to find another place. The engine will go in the back, bhind the seats, and I'll probably model one myself, I think the BF's V8 is to large to fit in there.

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Will
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You could scale the BF one to fit. But, you could probalby do alot better than it. I see the seat needs mirroring now, lol.

Doulbe wishbone system huh? Sounds nice and detailed job there, high poly I guess, you could medel the springs and everything. The gear stick could be an out-the-dash model or an ooold-school column shifter. Yaah, Column shift! Come on!

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Alfadog
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that's fantastic! The profile is superb. Not quite sure what's going on at the front though... if you want to be realistic a bumper should come across the entire width of the car (see Ford Indigo). Arches over the front wheels are also a legality, but it's only going to waste poly's so I dont think its necessary biggrin (probably your reasoning yeah?)

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ameer
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The Indigo concept's bumper looked pretty crap. I liked what Chrysler did with the Prowler's bumpers (albeit most owners just took them off).

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Gokhan
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Looking great, you coud just forgo a manual gear knob and have shift button type things on the steering wheel, which means slightly less work for you as you wouldn't really need to model anything smile

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Cerbera
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Fragdieb2 wrote:
The front wheels will stay open, there will be an open double wishbone suspension system that holds them. There will be two seats in the chassis, I just forgot to mirror the seat. There's no room between them for a gearstick, though, so the gearstick will have to find another place. The engine will go in the back, bhind the seats, and I'll probably model one myself, I think the BF's V8 is to large to fit in there.
If you are having exposed suspension, you should use inboard dampers to save on polygons.  If you try modelling the springs the poly count will spiral out of control.  Puntastic!

The tail looks worryingly like your first Neural.  I think you should try to do something radical back there but it is hard to design a Neural because it has to be outlandish yet still function as a vehicle.  From the top edge, doing something like those old 80's turbocharged Can-Am monsters could work out pretty good?  Exposed tubular sub-assembly with the engine way down...

(EDIT)  The front track looks wider than the rear, btw.  Also, you need to allow around 30 degrees of steering angle else people conplain about how hard the car is to manoeuvre at low speed.  Doesn't look like there is currently enough space for the back edge of the wheel to crank round that far?

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Fragdieb2
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Quote:
If you are having exposed suspension, you should use inboard dampers to save on polygons. If you try modelling the springs the poly count will spiral out of control. Puntastic!


Maybe I'll do that, maybe I'll model them anyway....I made some experients with a second tube with an alpha mapped spring texture on it around the damper, maybe I'll use that...I'm getting an Athlon 64 3200 and Radeon 9600 XT equipped monster with 1 gig of ram next week, that will make insane polycounts possible tea

Quote:
The tail looks worryingly like your first Neural. I think you should try to do something radical back there but it is hard to design a Neural because it has to be outlandish yet still function as a vehicle.


The quite similar look to the first neural with the little spoiler lips and the backlights is there for corporate identity purposes.

Quote:
(EDIT) The front track looks wider than the rear, btw. Also, you need to allow around 30 degrees of steering angle else people conplain about how hard the car is to manoeuvre at low speed. Doesn't look like there is currently enough space for the back edge of the wheel to crank round that far?


Track is exactly the same on front and rear,  it's only the perspective that makes it appear wider at the front. The steering angle issue will be something I've got to test ingame, it'll be really close I guess.

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Alfadog
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for the record, a lot of cars actually have a wider track at the front (especially older ones)

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Cerbera
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Alfadog wrote:
for the record, a lot of cars actually have a wider track at the front (especially older ones)
A concept hypercar would not, though.  Especially not since it is an MR and the CoM is therefore very rearward, meaning the rear needs all the lateral stability it can get to counteract the increased rolling force created by having the engine amidships.

I think moving the front wheels forward would be a good idea because then the suspension could be housed in the actual nose section.  It would also allow more space for the wheels to steer and would make the suspension arms less likely to foul the doors or body.

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Alfadog
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Quote:
for the record


Please wank elsewhere mate

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Will
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Cerb wrote:
I think moving the front wheels forward would be a good idea because then the suspension could be housed in the actual nose section. It would also allow more space for the wheels to steer and would make the suspension arms less likely to foul the doors or body.


I like that idea, it would look msot cool!

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Post 14 | New
Fragdieb2
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an update! 1000 polies of front suspension and it's still incomplete:

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Post 15 | New
Will
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Fucking Hell! That is detailed as fuck!
This thing is going to rock. I hope you do niced detailed wheels to show it off too.

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Cerbera
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Fragdieb2 wrote:
an update! 1000 polies of front suspension and it's still incomplete:
Way too many polies, just as I predicted.  You've got a big swoopy windshield, an engine bay and an exposed interior to model yet.  Not to mention this will probably have some pretty exotic wheels on it as well.

If you move the front wheels forward it will solve the steering issue and you will be able to use inboard suspension which will never be relevealed, meaning you only need to make the struts, the steering arm and the suspension link. :y

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Post 17 | New
Fragdieb2
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Actually, there is no steering issue anymore, the front wheels can be rotated 360? at the position they are now (if I keep the width of the wheels the same). I moved them a bit to the front compared to the first pic.

Rough polycount estimation:
main body+windscreens: ~5000 polies
front suspension: ~1500 polies *2
engine + rear suspension ~5000 polies
wheels: ~2000 polies *4
Interior: ~5000 polies
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sums up to: 26000 polies
This is the limit for myself right now, I try to keep it below that figure.

10000 more than the first Neural, but still not something that I'd consider as insane high polycount.

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Cerbera
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26,000 polys is a monstrousity!  R* cars are around 3,000 and good modellers like Superfly can make photorealistic cars using well under 10,000.  They do it by ommitting superflous details like the spring coils, which is why I suggested that is what you should do.  I can appreciate that Neurals will have a more complex shape than a yank tank but you should still be aiming for under 10k polys.  Making better use of textured detail would help that, I expect.

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Post 19 | New
Fragdieb2
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Cerbera wrote:
R* cars are around 3,000
They'd be higher if they didn't have to release that game for the bloody PS/2 crap system.

Cerbera wrote:
and good modellers like Superfly can make photorealistic cars using well under 10,000.

Superfly is able to draw something decent in Photoshop, unlike me.

... wrote:
They do it by ommitting superflous details like the spring coils, which is why I suggested that is what you should do.
Actually, this is the first car with modelled spring coils I do. My concept for it includes them, so I won't delete them.

26k is only 4000 more than the Porsche has, actually, and I've never claimed to be a good modeller.
And anyway, I don't really have to care about polycount anymore, see attachment:

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Post 20 | New
Cerbera
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Fragdieb wrote:
And anyway, I don't really have to care about polycount anymore, see attachment:

(Attached image.)
You are not going to release it for other computers, then? :n

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