View Full Version : Mitsubishi Lancer Evolution
revelli
25-08-08, 10:56 PM
hello boys i am back with a new project
Mitsubishi Lancer Evolution
my plan for this portfolio car is to make it look next gen, using about 30-40k tris for exterior and about 20k for interior
here are first wip images, cars is now at about 11k tris
hi man, imo its very good start ;)
rodderworld
26-08-08, 12:13 AM
wow. nothing to crit here.
regards,
rodder
petter
26-08-08, 08:44 AM
true, true
type one
26-08-08, 03:26 PM
looking good so far...
turbopok
29-08-08, 05:06 AM
Great start! Care to show us some unsmoothed wire?
rodderworld
29-08-08, 06:07 AM
@turbopok: it's in the first post.
regards,
rodder
turbopok
29-08-08, 10:00 AM
rodder: Oops my fault. I was viewing this thread just now in school on my friend's ipod touch and couldn't really see if the edges of some parts were smooth.. But I saw that the mesh was rather dense so I assumed that it was rendered with meshsmooth on. Sorry!:p
DaveCox
29-08-08, 10:05 AM
very smooth man! looks good!
revelli
20-09-08, 09:10 PM
thanks guys for your replies, here is an update :o:
http://i57.photobucket.com/albums/g211/revelli/wip_LancerEvolution_02.jpg
http://i57.photobucket.com/albums/g211/revelli/wip_LancerEvolution_04.jpg
http://i57.photobucket.com/albums/g211/revelli/wip_LancerEvolution_03.jpg
http://i57.photobucket.com/albums/g211/revelli/wip_LancerEvolution_05.jpg
This model looks very nice. Try to make some renders with specular material ;)
hi man your model looks very clean,
i know that this picture is from the first post, but i marked some things that looked strange to me, maybe they could cause little bumps on the reflections.....
Regards, saludos
Qualt
PeteRef
24-09-08, 11:35 AM
There's some very nice mesh flow and the car looks accurate but I'd be careful with your poly count and usage.
You're modelling to the higher end of poly counts in games, which is fine, a good thing to do to show off your skills. But your mesh is very dense in some areas where if you used half the polys it would not be noticed and they could be then used elsewhere.
The most obvious area of an overly dense mesh is the bonnet, taking out almost every second loop would not effect the shape a great deal and would make it much easier to get a smooth result. The same for your windscreen, roof and presummably the boot.
By the time you start adding shut lines, your poly count could rocket up. Are you intending to model removable panels? have you thought of the polys you'll be using on the inside surfaces of the bumpers, etc.?
Sorry if I sound patronising, or negative. Your modelling is really very nice, it could just do with a little optimising.
revelli
24-09-08, 11:01 PM
hey there, thanks for your comments
to PeteRef: you are right about those places with optimization, i would definitely remove some polyrows on hood and for sure on back window
i do not plan to build detachable bumpers, or damage models
but maybe a few versions of hoods, bumpers and all that tuning things
i do not think that 25k of tris is that much for exterior in this days next gen games
200.000 tris for a car in Gran Turismo 5, about 80k for a car in PGR3 :)
hopefully i will finish exterior modelling in 27.9.
PeteRef
25-09-08, 10:27 AM
25k for exterior is fine, a good target. It's more the fact that the little details you may still add, could raise your total quicker than you think, but if you still have some optimising to do, then there's no real problem.
Keep up the good work.
PS. GT5 Prologue's 200k cars are really the limit at the moment and even they are rarely actually seen on screen. They use a lot of LOD's and they come in very quickly, the rear view mirrors can be quite shocking at times.
revelli
26-09-08, 04:33 PM
hey there, thanks for your replies
here is my progress on the Lancer, finally exterior mesh is done with optimizing
tris count is now 23358
on the next week i will move to interior
cheers
it looks really good to me, only one thing, can you please use the attachment system ;)
rodderworld
26-09-08, 05:56 PM
really good work revelli. looks really smooth. :buttrock:
regards,
rodder
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