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View more renders by clicking on the buttons below.
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Here is the wireframe. The model is 7500 triangles, which should make it suitable for cut scene animations, front-end graphics and/or the highest level of detail model in a game for next-generation PCs.
And here is the texture map made in Photoshop, using some photo sourcing for the hubcaps and mini logo. I have made a one to one mapping of the roof, doors and bonnet so that a non-symmetric texture can be applied to these areas.
The model has an environment map to make it look shiny.
This is the blueprint I found here which I worked with.
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