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Frogger GameDev Challenge - Part 2 - Car GFX

Rutin

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I wasn't able to sleep tonight so I thought I should at least work on my Frogger entry. :) I finished up the car model that will be used, and it's pretty rough but I'm okay with how it looks for this project. I'll change up the paint color to add some variation as I'm most likely not going to have time to make trucks, vans, ect...

I modeled out the shell, tire with rim, and windows then textured it all. :) 

tire1post.png.afdc18aa7e331efd5711ca8d72fe8b0c.png

I ended up editing the lights as I had the emission shader on giving it that prior red look everywhere, but I also fixed up a bit of the texture. You can see the NEW and OLD below.

This is my only and final change as I'm keeping the design the way it is. My end goal in these challenges is to create my own graphics and program the game solo. :) This was a quick fix, but normally I won't do edits that take too much time as this isn't an 'art' challenge. I think the new lights are better than the old and I'm fine with the result. :) 

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NEW

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car1newpost.png.b050413e5f4341ef75c99f2552fea09c.png

 

car2newpost.png.3c75fd75bdfab38810c98c50e0acf746.png

 

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OLD

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car3post.png.6768f1dde6818231549e991fbd8b6673.png

car1post.png.24d477f40946e0a7e592dbd9e26c8e51.png

car2post.png.9358e30ad8c7530dbba718eaeea3f151.png

I'll be reducing my asset list a bit... My next task is to create a small speed boat model. :) Stay tuned!

Prior Parts:

PART 1

 



8 Comments


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Great car! :) I have yet to decide what to do about wheels, as far as rendering them is concerned for mobile. Without instancing, each wheel is potentially a draw call and could add up quickly, with trucks having 6 wheels, 40 trucks cars starts adding up to potentially 200 draw calls for just the wheels, I don't know how expensive this will be in Godot, seems like something a cunning shader should be able to do in one call, or at least having sets of wheels for each car type. Maybe non-rotating wheels for low power devices?

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6 hours ago, lawnjelly said:

Great car! :) I have yet to decide what to do about wheels, as far as rendering them is concerned for mobile. Without instancing, each wheel is potentially a draw call and could add up quickly, with trucks having 6 wheels, 40 trucks cars starts adding up to potentially 200 draw calls for just the wheels, I don't know how expensive this will be in Godot, seems like something a cunning shader should be able to do in one call, or at least having sets of wheels for each car type. Maybe non-rotating wheels for low power devices?

Thanks. :) 

I have zero idea on how Godot works, but do they have static and dynamic batching? :) 

You do have some options to reduce overall draw calls. You can merge texture sheets into one single sheet so more than one object shares that texture and only reference relevant cords for each mesh. I would also consider only caring about what the user can actually see. If your tires are only visible on the left side due to the camera, then you could simply attach the right side tires to the car as 'one object' then keep the animating tires on the left side as their own.

You can also have a toggle which does have a low / med / high graphics mode, and just use your static idea by linking the tires to the model as one object to reduce the draw calls on lower devices.

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@lawnjelly, looks like the competition just got steep.  His frogs will be dodge'n Cadillacs, just saying.

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32 minutes ago, fleabay said:

One critique, why are the headlights taillights?

Just the design I'm going with. :) I personally like the dual front lights for this one. :D

I wanted something like this but a bit different:

image.png.c66bcbc69c1cbe12d2e0c4749f628de4.png

The reason the lights are red is because I have an emission shader on which is sharing the back and front lights and didn't separate them at render and most likely will keep it as is anyhow. Either way my intent is to make workable assets, not necessarily accurate or the best looking. ;) I could pick apart the sloppy wheel wells, hood, rear lights, and many other aspects of this low poly car, but I simply don't care because it's not a commercial asset. :) 

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Awesome bro!  I keep mine low poly voxel content for this entry ^_^y e'm still on map design phase  : - D

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7 hours ago, DexterZ101 said:

Awesome bro!  I keep mine low poly voxel content for this entry ^_^y e'm still on map design phase  : - D

Cool! :) Cannot wait to see your progress. :) 

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I fixed up the lights by removing the emission shader, and just adding a quick texture change on both lights. My final change.

car1newpost.png.315af07da46fc04babce2f58a813434d.png

car2newpost.png.ebf29d1a3a810ad06748939098f1ecd7.png

 

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