26-04-06, 06:21 AM | #1 |
CGCars Member
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2006 Audi RS4
I havent modeled a car for my personal portfolio in a while, so i thought Id get back to work on a car I like alot. The polycount is going to be video game resolution (nextgen) and will not be smoothed. Crits welcome!
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THE VEHICLE REFERENCE GARAGE Last edited by slice56 : 30-04-06 at 04:14 AM. Reason: updating |
26-04-06, 06:30 AM | #2 |
CGCars Member
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really cool wire man
but, damn, when u show us your model, hide bluperints, please, its awful to look at the model with blueprints in background keep going, wanna see more i also thought about making this car, but not now... maybe someday
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26-04-06, 06:42 AM | #4 |
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Where did you get those blueprints from?
Can you post a close up wireframe of the arch section from the side (slight upward angle as well) I'm having a bit of a problem with the arch and the intercepting lines on the side. Thanks |
26-04-06, 12:16 PM | #5 |
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What is your understanding on polygon use for game modelling ?
I mean in respect to using 4 or 3 sided polygons ? Is there a problem with any particular n-gon use ? You seem to use 3-sided polygons freely. Your mesh seems quite heavy at present, what poly count are you aiming at for the main body, and also with wheels ? I am doing a little work myself with creating some game models. For present game engines. What is the long polygon along the bottom of the bumper ? Is that correct ? Dave
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26-04-06, 03:45 PM | #6 |
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I never want Ngons in my models. The ones you see behind the wheel well (sideskirt) and on the lower part of the front bumper are just spots i haven't finished yet. I use triangles in areas where i want to end an edgeloop without having it continue thru the model in some area that the split doesnt relly end up helping curvature anyway. The headlights should be close to done by tomorrow night. The count Im aiming for is 30,000 triangles for the shell, another 5,000 for rims/tires.
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26-04-06, 06:38 PM | #7 |
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thanks for sharing the WIP here
how many polys you've got so far for the part you've shown couple question though not related to your model I notice that next gen games don't use normal maps for the high end cars is it always the case since they have a high poly count and normal maps won't change much and is it possible to use normal maps for side cars, I've tested with normal maps a bit and generated this, its only 3640 polys http://www.aliismail.com/games/yukon.jpg your modeling looks great so far, by the way did you finish the secnsor and water sprinkler thing, because it looks like it has ngons, also the top right corner of the light could use a litle adjustment or an additional edge loop great model, keep it up |
26-04-06, 07:40 PM | #9 | ||
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Quote:
i think the polycount right now is around 5000 tris. Im not for sure though. Im at work but when I get home Ill take alook at the count and post it, as well as a closeup of the sensors. For the sensors i just float geometry over the actual bumper to save polys and so I dont have to worry about cutting them into the bumper, causing shading errors And like you said on the top right part of the headlight, ill just split that all the way along the hood so I dont get a weird shading error there. Some of the triangles you see in there wont be there later on. I will go over the whole model once I feel it is done and polish it more to clean up the mesh as best as possible.
Quote:
I consider an edgeloop a row of edges that flow continuously thru the model rather than ending it with a triangle. Just gives you a cleaner mesh.
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26-04-06, 07:42 PM | #10 | |
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Quote:
that car looks pretty nice for the amount of polys you used nice work! id say for main cars in a game (like PGR) you dont use normal maps except for headlight/tail light reflections and details. And maybe for badges? That way you dont have to model out the badge and end up with a badge that like like 800 tris....
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