Unity 5 in United Racing! (plus shader settings!)

Hello,

I was testing the new unity 5 light and reflection probes and i came up with this

the background is HDRI, but the road is in the scene, same with the car

wow
what is that FullRealistic

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Thank you :slight_smile:

the model is 216k polys

Looks nice :slight_smile:

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looks good but seriously 216 000 polygons? how can u make that model work in game?

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Yes. there are 7 LOD stages, 0 being 216k polys is for interior, close chase, hood and wheel cameras.

the cockpit is a seperate LOD wich is ony 0 when in cockpit view

One of our scenes run 12.5 Million in frustrum @ 60FPS on a GTX 460 / full settings… It’s more than possible.

BTW, nice car :wink:

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i dont know whats a good polycount anymore, im confused:hushed:

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This is the stats:

if you want any car ask me :smile:

hah great , and i was thinking dont go over a million man :slight_smile:

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i know, when i started this project i was worried about the same thing XD

are u gonna release them to the asset store or something? if u r so good at hard surface modelling why not try some guns too ?

maybe after the game is done but not now, if you want to see a car render just tell me :slight_smile:

any car

if i were to thay would be free

great ,my kind of developer :wink:
ok i wanna see a peel p50 with a v12 engine :slight_smile:

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Hey! I’m a real noob at modelling so I was just wondering some stuff:

  1. How much polygon is above great - counted as high quality?

  2. What software was the car model made in?

Also, it looks awesome! :slight_smile:

ok i dont have that XD

but i will make it :slight_smile:

  1. around 100k is high poly for me

  2. i use blender 3d for model and photosop cs6 extended for textures

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