RICHARD'S ULTRA LOW POLY CARS - UPDATED

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RICHARD'S ULTRA LOW POLY CARS - UPDATED

Postby Richard » Mon Mar 05, 2012 6:01 pm

Thanks to all the sketchucationist who downloaded these files and left a vote of thanks. I've now moved them to the store to make them accessible to both members and non members.

The low poly car set can now be found here > http://sketchucation.com/shop/models/319-ultra-low-poly-car-set

CARS-11.jpg


CARS-22.jpg


Here is a PDF intro with features and tips on use.

Ultra Low Poly Car Set.pdf
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Last edited by Richard on Thu Jan 31, 2013 11:35 pm, edited 5 times in total.
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby pbacot » Mon Mar 05, 2012 6:13 pm

Thank you Richard. DL'd

This is wonderful. The sort of service I'd expect to pay for at Formfonts etc... Do you take cookies?

So you are the Richard of the Richard Technique!

viewtopic.php?f=79&t=43425&p=387576&hilit=richard+technique#p387576

Thanks! I can really use this as I have recently been required to populate a parking lot (what a priviledge) and have few decent (and trim) cars in my arsenal.

Peter
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby Richard » Mon Mar 05, 2012 6:20 pm

Thanks Peter glad the timing is good for you!! Be mindful though of my mention they aren't the prettiest and designed MORE for NPR...

Really glad though someone may get use of them straight away.
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby Richard » Mon Mar 05, 2012 6:26 pm

Here is an model scale render where I have used them as cast metal versions. They do suit this style given the minimal detail.

NEW-MODEL-1.jpg
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby pbacot » Mon Mar 05, 2012 6:46 pm

Yes, I am doing NPR and it is a high view.

In your picture, though I see the logic, I think it feels strange for them all to be one color, maybe white, black,silver, and bronze to fit the color scheme (mostly white cars).
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby cheffey » Mon Mar 05, 2012 6:55 pm

Thanks Richard. I have never seen a bad image from you. Inspiring.
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby andybot » Mon Mar 05, 2012 9:22 pm

That's pretty cool Richard, thanks for sharing! Looks like with the detail lines it's great for NPR.
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby pilou » Mon Mar 05, 2012 11:42 pm

King Richard! :fro:
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby baz » Mon Mar 05, 2012 11:43 pm

Thanks Richard, going to be very useful.
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby utiler » Tue Mar 06, 2012 12:38 am

I think some of these are numbers are familiar! what render package did you use here?
sweet.
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby Bob James » Tue Mar 06, 2012 1:45 am

Took 15 minutes to throw on a set of brushed aluminum BMW wheels, some metallic blue paint and the old BMW X5 doesn't look bad at all :D
Many thanks, Richard. It just so happens that I have a model in work that has a parking lot just waiting for your cars :thumb:

Update
Just had to do a little with the headlights ;)
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Last edited by Bob James on Tue Mar 06, 2012 2:53 am, edited 2 times in total.
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby dtrarch » Tue Mar 06, 2012 1:46 am

Richard

Really good of you to share with we the great unwashed.
Thank you a bunch. :thumb: :thumb:
Nice work too.

dtr
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby Richard » Tue Mar 06, 2012 2:32 am

Thanks guys!!

pbacot wrote:In your picture, though I see the logic, I think it feels strange for them all to be one color, maybe white, black,silver, and bronze to fit the color scheme (mostly white cars).


Actually mate that's a brilliant idea!!! :D

@Andrew

Mate beers sounds great!! Thanks for fixing the insertions on these I just never got around to doing it though still ended up redoing anyway to align to any plane otherwise you have to rotate them on sloping planes.

@ Bob

Wow mate that's cool, I played with a few as renders but gave up as they just weren't working to how I'd be happy with anything but just the plastics. Though you've shown they might work of in some engines.

I also guess that with the new artisan tools these could be easily improved. I made then by simply creating a box around an existing higher poly car, then sketched out the outline of needed features and dragged through in the 3 directions to crop the low poly model. After I added some sub divisions to form limited curves. Thats why the arse end on all is bit boxy.

It was all a bit of an exercise about 6-7 years ago to get as Low as possible.
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby boofredlay » Tue Mar 06, 2012 2:36 am

Thanks Richard.
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby Richard » Tue Mar 06, 2012 4:56 am

OOPS - replied to cheeda in the wrong thread - duh! :?
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Last edited by Richard on Tue Mar 06, 2012 9:47 pm, edited 1 time in total.
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby Gaieus » Tue Mar 06, 2012 7:47 am

I think for most of you/us it goes without saying but I think it is not completely useless to mention that once you painted the certain elements (windows, wheels, lights etc.) as faces inside the groups/components, you can paint the individual instances of the same component with different colours - as long as they bear the default material - as it is also described with the examples of cars in the SU Help Manual, too.

PaintComponent.png

Great cars, Richard, thanks! :thumb:
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby Stinkie » Tue Mar 06, 2012 9:30 am

Thank you, Richard. :ecstatic:
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby HFM » Tue Mar 06, 2012 10:13 am

Perfect combination between detail and low file size :thumb:
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby JGA » Tue Mar 06, 2012 2:36 pm

Thanks for sharing
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby Ben Ritter » Tue Mar 06, 2012 4:59 pm

Richard, thank you for sharing.
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby tomsdesk » Tue Mar 06, 2012 5:26 pm

Richard, you're a Prince! Now people can stop bugging me about the boxy cars in my renders...yeh!
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby jim smith » Tue Mar 06, 2012 8:08 pm

Thank you Richard, these are really nice looking considering how small a footprint they make. I have a few models with nearly empty parking lots that I can now make look more convincing.
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Re: RICHARD'S ULTRA LOW POLY CARS

Postby wyatt » Tue Mar 06, 2012 9:55 pm

Thanks, Richard. I will put these to good use.
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Re: RICHARD'S ULTRA LOW POLY CARS - UPDATED

Postby Richard » Tue Mar 06, 2012 11:17 pm

Thanks guys, I've updated the files to include V7 versions, and have also done the suggested modifications for use as cast or plastic versions and included as separate.
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Re: RICHARD'S ULTRA LOW POLY CARS - UPDATED

Postby caronte01 » Wed Mar 07, 2012 7:33 am

These are great!

Thanks a lot richard!
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Re: RICHARD'S ULTRA LOW POLY CARS - UPDATED

Postby stefanq » Wed Mar 07, 2012 6:04 pm

Thanks Richard!
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Re: RICHARD'S ULTRA LOW POLY CARS - UPDATED

Postby massimo » Wed Mar 07, 2012 7:47 pm

Thanks Richard. :thumb: I really dislike cars (particulary the real cars), but these models look very good and will come in handy.
Thanks for the SU7 version as well. ;)
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Re: RICHARD'S ULTRA LOW POLY CARS - UPDATED

Postby mwm5053 » Thu Mar 08, 2012 2:34 am

Thanks Richard you the man.
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Re: RICHARD'S ULTRA LOW POLY CARS - UPDATED

Postby Richard » Thu Mar 08, 2012 5:32 am

massimo wrote:Thanks Richard. :thumb: I really dislike cars (particulary the real cars), but these models look very good and will come in handy.
Thanks for the SU7 version as well. ;)


Hmmm? How come you hate cars mate? Must say I rarely put them in renders.
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Re: RICHARD'S ULTRA LOW POLY CARS - UPDATED

Postby Richard » Thu Mar 08, 2012 5:53 am

Dug through my archives to find this little animation that I did years ago with these cars, brings back the reason I did them - it was for an animation pack!

Must be losing my memory! Mind you this was a LONG time ago and way before ruby scripting for SU.

I had created long hand a SU template with about 240 scenes which allowed the camera to be set for a single view then the vehicle movements were components with a vertical panel (component) inserted on 240 layers that turned on/off for each scene.

Car speed was determined by scaling the line the car travelled. As the vertical panel didn't scale (just a plane) reloading it with a car after path insertion and scaling, the car would retain correct size. Also the line could be broken and separately scaled to have the vehicle accelerate and slow.

Also played with people walking by each second component flipping left to right.

Stupid freakin idea but hey it worked and worked well. Like a lot of things I just never got around to finishing them.

CD-17.jpg
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