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loganADC
02-09-07, 10:44 PM
I was wondering if someone out there could critique this modle for me. My goal was to make a car with a lot of detail, but a very low poly count. i relied heavily on texture maps. the car is only 1690 polygons. this is only the second time ive unwraped and textured something like this. let me know what i can do to improve this model. thanks.

loganADC
03-09-07, 11:08 PM
I would also like to add that i am persuing a career in the game industry add would appreciate any thoughs/suggestions you could offer me in that department...

InfeKted
04-09-07, 03:48 AM
the texturing is extremely well done.
modeling, im not sure sure.
I think its a little too low poly. if youre going to pursue a career in game modeling you should work on mid to high poly models because most games now have hi-poly models

Herminator
04-09-07, 05:04 PM
The texture is quite nice but it's very high rez for games at 1024x1024
It just doesn't match the low poly count on the car.
You could double the poly count on the car and it would still be considered very low poly. Which you probably should do to add more details, like inset windows, grill, etc.

You have a fair bit of poly wastage in some areas too, the roof is pretty dense but it's a pretty flat area so doesn't need that many polys. You could remove a couple of edge loops running down the car (green arrows) You could also the green dotted line back to create a nicer corner for the top edge of the boot (trunk)

The windows/roof area as a whole looks a bit poor, make sure the vertices are lined up accuratly, they seem a bit "wonky" at the moment. Check the wing mirrors for accuracy too, they look like bars of soap at the moment.

The wheel arches could be improved with minimal increase in polys (red lines)

The inner ring of vertices (blue lines) don't appear to be doing much for the shape of the wheel so may as well remove them.

You say you're trying to get into the games industry. How old are you? Thought of Uni yet?
It's good that you're trying to do this kind of thing, but try aiming a bit higher on the poly count. 40k tris would be a decent target to aim for with todays games, some are considerably higher but it just means more work. Make sure you gather lots of references and use them to get the model as accurate as possible.

andybgood
05-09-07, 12:50 AM
hi wot program did u do the uv wrap in mate?

CAClark
05-09-07, 01:16 AM
I think 1024x1024 is quite typical of current games, though many now would use normal/bump maps also.

In terms of model, the shape is there, but as others have said, it's not too useful to model that low in terms of polys anymore. I'd recommend hitting the 800-10000 poly mark, whihc is far more typical. Many games the budgets are even higher. I modelled a vehicle in Motorstorm for example, and that had a total poly budget including chasis/suspension/interior of 25K triangles.... so 10-12k quads is a good max bench to aim at.

Cheers!

loganADC
05-09-07, 05:37 AM
Wow! I really apperciate the responses i have recieved so far. Im already doing the research for my next low-poly model!!

InfeKted-thanks for the input. i had a feeeling that the model was WAY to lowpoly, i only spent about 5%of my time on the model and the rest onthe textures. i wanted to become more proficient with mapping before i tried on a high poly model. but thanks for the critique

Herminator-Thanks for the suggestions and conveniant diagram. big help. Im 25 and attending the art inst of san diego, bout 1.5 years to go on my BA. My next model will be upwards of 30-40k tris. What size texture map would you recomend for that model? gracis.

andybgood- i used 3dmax to unwrap it, texporter to get a template for the texture, and painted the texture with photoshop.

CAClark- thanks for the info. i think that is what i will shoot for on my next project. how much detail do you put into the interior of your model? also, do you think it is worth it to model the engine bay and suspesion/chassis components?