LCA Contest: The Professionals RS2000

#1
I've decided to enter the LCA comp with the Ford Escort RS2000 from the TV show The Professionals.
With this I'm going low poly since its how I normally model.
So far I've got the bonnet and the visible part of the gaurd done, I'll probably leave the nose cone to last as its the hardest part to model on a RS2000 and I gotta use 100% photo and looking at the real thing to get it done. The blue prints Im using are for a 1980 flat rad Escort not a 76 RS2000. Chances are I'll probably need to tweek the model I have done by the time Im finished.
I happen to own a 79 RS2000 (Aussie version) and I've been wanting to model a RS2000 for while, so this is a good excuse to make one.
 

Attachments

Jayden

New Member
#3
Ive never seen the professionals but I know the car. don't ask how because I cant work that out myself. :p

good start. I like this car.
 
#4
I havn't decided on a poly limit, I was just going to model low-poly and only have the polys needed to make the car. So far I've got 866 tris.

I've now got the door in, quarter panel, boot, rear panel, roof, and most of the windows. I haven't finished the side windows but they are mostly in.
 

Attachments

#5
Most of the nose cone is in, rear spoiler, tail lights, and licence plate area in now in.
I did some minor changes to topology, pushed the side windows inward a bit.
 

Attachments

#7
Thanks :)

I've now got the modeling part of the body it self done, now onto the rear bumper, mirrors, and wheels.
The hard edge along front going into the side is there on purpose as it is the change from metal to plastic. At least now I can start UV'ing it ;)
 

Attachments

#10
You'v managed to capture the true look of the thing with very few poly's. Not an easy task I bet.
I don't find it that hard to do, but I have been modeling low poly for that last two years fairly constantly with the Game Art course I just finished. So its what I do.

Got some more done, rear bar and mirrors are now done and also UV'ed.
 

Attachments

#11
Wheels are now done and UV'ed, now all I gotta do is UV the body. Then its time to start texturing, the car and wheels are going to use the same texture map (diffuse, spec, glow, and normal) with each wheel using the same texture space.

For your viewing I have also uploaded a ambient occlusion render.

I'm thinking of using Gelato instead of Mental Ray, Gelato provides really easy, better and faster AO renders compared to Mental Ray.
 

Attachments

#15
Thanks for seeing that, I didn't see it. It's the indicator thats wrong as its too short. I'm glad its been spotted now :)

EDIT: This better? I pulled the bottom of the indicator down, raised the bar and increased its height but that couldn't be done by much.
 

Attachments

#16
I've now started the texture, I'm doing this one differetly from my other textures. I'm starting with an AO bake and painting underneath it, which is going to give a neat and good result more quickly. I always start with Diffuse which I then modify heavily for the spec map. I'm planning to create a glow map so I can have it so the lights are on ;)
 

Attachments

#17
I've been working on the diffuse texture slowly, I've been getting distracted by other things like the Classic Adelaide, and getting another RC car chassis and learning it as I'm retiring my current one at the end of the season (this Sunday).

With the texture I've gotten the rear badges and stickers on, which are taken from the actual car.
I've also taken photos of one for texture reference, including a mirror shot from the drivers seat which I have to convert from red paint to white paint.
I'm going to try and get most of the diffuse texture done tomorrow then I can make the spec map as the diffuse and spec maps are the most important to get done.
 

Attachments

#19
They were taken from a low res image, but I am creating the textures at 1500x1500 which will be resized down to 1024x1024. I'll see if I can sharpen the texture.
 
#20
I've now done most of the diffuse map and a good portion of the spec map. Also did a couple of quick renders. I've got to change some of the settings to the shader and its reflectivity.
The shader isn't final.
 

Attachments