Tools used are:
* Photoshop to prepare my blueprints
* 3dsmax for the main modelling + 3dsmax exporter
* Ogre model viewer for previewing / debugging the model
* DeepUV for texture coordinate generation
* DeepExploration for file format conversion (3dsmax -> fxcomposer)
* Fxcomposer for composing the hardware shaders / parameter tweaking
test_citroen_cx
This is an offline render of the model. The total poly count for the main body of the car is 691 polys thus far and is in fact intended to be so low-res. Notice the fresnel falloff effect on the raytraced car body material. I also added a little glow filter for aesthetics, and also to approximate the effect of having a full-scene bloom filter accentuate the lights for that over-bright effect.
[edit]Image link removed[/edit]
fx_shot_01
Here is the model realtime shaded using pixel and vertex shaders in fxcomposer. The Cg code is adapted from an nVidia example and gives amazing control over the material properties. No fresnel term in this shader btw.
[edit]Image link removed[/edit]
fx_shot_02
Here is a much nicer shot. Notice the gentle reflection off the car bonnet and the chrome like appearance of the hubs. Your eyes may be fooled into thinking I am using a fresnel falloff effect here but I am not, it is just the diffuse colour from a nearby light.
[edit]Image link removed[/edit]
fx_shot_03
This is a side shot, still shaded in fxcomposer you can more easily see the look and feel of the vehicle. The reflection map is a cube map - which looks a lot nicer when you see the model in motion
[edit]Image link removed[/edit]
Oh yeah, for those who want to know and / or care, this little thing started out its life as a Citroen CX ...
[edit]This post is really old and giving me a tonne of hits on my website even though this work is really dated. For those who are interested in the overview of the process I used, I leave the post up (Minus the image links which were deleted in a server crash
