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| Good old 80's: Work in Progress WIP Showroom for the contest Good old 80's. Place your wip here |
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Please avoid double post, you should have edited your first post instead.
Anyways, there is not so much to critic on so far. So keep working and keep us updated as you progress. ![]() ![]() Currently project : Lamborghini Murcielago LP640 Roadster Previous : Marcos 1800 GT (60's winner), Ariel Atom II (LightIsRight winner), SuperSeven (WZA #4) See my work and my tutorials on www.thomasbaron.net |
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you've got a very unconventional wireframe. Is that just due to the process you're rendering it with? or do you actually have all those odd-shaped polys in there?
If that's your actual wireframe, I'd highly recommend turning edges, for normals' sake... no pun intended ![]()
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I agree with previous comments : the wireframe topology is really weird, one can be afraid when looking at it. But the result looks nice. Keep it up !
![]() ![]() Currently project : Lamborghini Murcielago LP640 Roadster Previous : Marcos 1800 GT (60's winner), Ariel Atom II (LightIsRight winner), SuperSeven (WZA #4) See my work and my tutorials on www.thomasbaron.net |
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yeah... in the end it doesn't really matter what your mesh looks like, unless you're porting it to a video game. And the truth is, the mesh here is probably fine. But software isn't always the expert at handling hidden edges in the mesh.
Assuming the actual wireframe looks like this, if the hidden edge is traveling up and down on those diamond shapes above the wheel, then that's going to give good results. But if they're being generated front-to-back, then you'll be getting strangely wide triangles, which can mess up shading just by being .02 inches off. But yeah, if you know exactly what your hidden edges are doing, then more power to ya. I only suggested to change that because most of the time, people only associate hidden edges to be an editable mesh thing, and don't realize they exist on editable polys as well ![]()
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