I thought i’d re-do my test video, a little nicer a la Gran Turismo, and thew in a few cameras at various angles/pathes.
All the rendering and post-effects are realtime grabbed from the 3D Studio Max viewport using the newly released Xoliulshader 2.0 availiable from
Was a bit of a pain, since uncompressed avi’s have a limit of 2GB and that gets eaten up pretty fast at 1280×720, so took a little bit of peicing together.
The model is one of my old projects, and was last worked on in August 2008 😛
so there’s bits of geometry missing i’ve noticed. Also it kind of explains the fairly last-gen texturing with a 1024 for the body, back then modelled panel and doorlines seemed like sacrelidge for a game/real time model so it’s all textured.
But it’s a nice enought car to show of Xoliulshader…. proof it polishes turds really well.
Creator: Endo (model & textures)
Polycount: 29,299 (tris)
Vetex Color: AO Bake
Texture: 1024×1024 Body diffuse (spec/reflect in alpha)
1024×1024 Detail/Wheel etc diffuse (spec/reflect in alpha)
Materials: 7 Shaders for the Car, 2 for the enviroment
Shadowing: Faked Shadow plane + Baked AO on body texture + vertex coloring
Env Map: 3073×512 .dds HDR Cubemap
Enviroment: 2048×1024 Flat bottomed sphere
Fake DOF added to the base texture
Lighting: None+Diffuse off, ambient lighting only
Posteffects: (these are all loaded into the Scene Effect Loader)