RICHARD'S ULTRA LOW POLY CARS - UPDATED
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RICHARD'S ULTRA LOW POLY CARS - UPDATEDThanks 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 Here is a PDF intro with features and tips on use. Last edited by Richard on Thu Jan 31, 2013 11:35 pm, edited 5 times in total.
Re: RICHARD'S ULTRA LOW POLY CARSThank 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 MacOSX Mojave High Sierra SketchUp Pro v19 Twilight v2 Thea v2 PowerCADD
Re: RICHARD'S ULTRA LOW POLY CARSThanks 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. Re: RICHARD'S ULTRA LOW POLY CARSHere is an model scale render where I have used them as cast metal versions. They do suit this style given the minimal detail.
Re: RICHARD'S ULTRA LOW POLY CARSYes, 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). MacOSX Mojave High Sierra SketchUp Pro v19 Twilight v2 Thea v2 PowerCADD
Re: RICHARD'S ULTRA LOW POLY CARSThanks Richard. I have never seen a bad image from you. Inspiring.
Re: RICHARD'S ULTRA LOW POLY CARSThat'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 CARSKing Richard!
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Re: RICHARD'S ULTRA LOW POLY CARSThanks Richard, going to be very useful.
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Re: RICHARD'S ULTRA LOW POLY CARSI think some of these are numbers are familiar! what render package did you use here?
sweet. purpose/expression/purpose/....
Re: RICHARD'S ULTRA LOW POLY CARSTook 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
![]() Many thanks, Richard. It just so happens that I have a model in work that has a parking lot just waiting for your cars ![]() Update Just had to do a little with the headlights ![]() 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 CARSRichard
Really good of you to share with we the great unwashed. Thank you a bunch. ![]() ![]() Nice work too. dtr
Re: RICHARD'S ULTRA LOW POLY CARSThanks guys!!
Actually mate that's a brilliant idea!!! ![]() @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.
Re: RICHARD'S ULTRA LOW POLY CARSOOPS - replied to cheeda in the wrong thread - duh!
![]() Last edited by Richard on Tue Mar 06, 2012 9:47 pm, edited 1 time in total.
Re: RICHARD'S ULTRA LOW POLY CARSI 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.
Great cars, Richard, thanks! ![]() Re: RICHARD'S ULTRA LOW POLY CARSRichard, you're a Prince! Now people can stop bugging me about the boxy cars in my renders...yeh!
Re: RICHARD'S ULTRA LOW POLY CARSThank 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 - UPDATEDThanks 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.
Re: RICHARD'S ULTRA LOW POLY CARS - UPDATEDThanks Richard.
![]() Thanks for the SU7 version as well. ![]() Re: RICHARD'S ULTRA LOW POLY CARS - UPDATEDThanks Richard you the man.
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Re: RICHARD'S ULTRA LOW POLY CARS - UPDATED
Hmmm? How come you hate cars mate? Must say I rarely put them in renders. Re: RICHARD'S ULTRA LOW POLY CARS - UPDATEDDug 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.
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