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Zerozone
12-10-07, 01:47 PM
Hi, this is mi first post here, im making a low poly Audi R8, im tring to make a optimized model, now have 2,7k polys normal amd 11k suvdivided
what is the best polycount must have a next gen car model?

i wait for your help and recomendatios :)

Thank you all

Zerozone
12-10-07, 04:25 PM
Update:

Subdivided with no smooth

UnsteadyTeddy
15-10-07, 01:05 PM
The next gen polycount your after really depends on the sort of game you'd make this car for. Also do you mean polys of tris ( in which case it would be more around 5.4k tri ). PGR3 used between 90 - 110k tris for its cars but they also make extensive use of LOD's.
Really need clayed wires if you want accurate critiques of your model for flow and optimisation.

Tonn
15-10-07, 02:52 PM
Subdivided+smooth and subdivided+smooth+reflection would help to see more I think. Right now a few areas look as if they could be better but maybe they work well, can`t tell from the flatshade that good.

Do you want to put it into some specific game(s) or do you just want to make a next-gen-game-model? If you`re doing the later I would recomment 100 000 - 130 000 tris for the polycount (including wheels, interior and in this case the engine).

slice56
15-10-07, 11:31 PM
Just to clarify, PGR3 said it used around 100k tris in all their press coverage, but if you look at the wireframes of their cars in-game (interior and exterior), they are right around 40-50k. The only time you see anything higher res than that is in their FMV sequences. The VERY first car they showed off (Enzo) like a year before the game came out was around 100k, but then they realized they couldnt use that amount of detail so early in the 360 dev process due to memory restrictions. Yes, they do use extensive LODs, but those LODs are built off the 40-50k models.

So, after all of that, 100k is about the norm for next-gen vehicles, including all of the things Tonn mentioned.

Good luck!