I post my work on whis site in first.Very like old and big American cars.Model is not finish ,now whey have 65000 poligons,but in end ,i think will be have +- 40000,not loose in quality.
Sorry for my English.
I post my work on whis site in first.Very like old and big American cars.Model is not finish ,now whey have 65000 poligons,but in end ,i think will be have +- 40000,not loose in quality.
Sorry for my English.
Thats a pretty nice model, nice details! Could you post some wireframe screenshots as well and did you model it for a game?
Yes,I want make my game in future whith models like this.
Try to model the car with more equally sized polygons. Right now there are quite large polygons on the hood and a couple of rows with very small ones next to them. Theres no reason to continue the egdeloop of those wheelarches over the whole hood, at the same time I would try to cut some of those long stretched polygons to get equal distances between edgeloops. This might not add any detail to the silhouette of the mesh but will help reflections flow more naturally over the surfaces of the car. Compare your car with original vehicle meshes from professional games to see how things could look like.
Thank for remark.It is not hard to make.
See your 1996 Buick Roadmaster,very,very nice car.
I like it.
Dave
http://www.dmmultimedia.com - The ORIGINAL BBS 3ds Max/Mental Ray Tutorials - Latest WIP Focus RS II
Nice model and modeling...Congrats bro!![]()
Looking much better already! Ive drawn some lines into one of your screenshots to show you some more possible improvements. Remove the red ones and try to recreate the green ones. You might have to zoom in a bit to see everything, the screenshot was a bit too lowres.![]()
Last edited by schaefft; 05-11-2012 at 01:38 PM.
Yes, very nice. Here are some small things I forgot the last time. But its looking very good already, clean mesh.![]()
Sorry for the question, but that way you're adding a bunch of triangles in the borders of the window and in the wheel arch. Shouldn't the triangles be avoided?
May be ,I not full understand your question ,because I know English from school lessons))But in future I will know English much better,I decided teach by myself))THat is lost pictures my work from yesterday,today i do nothing,may be later,if my wife will not want from me anything)
Hahaha
Only if you plan to add a smoothing modifier like meshsmooth or turbosmooth to get a higher res mesh. As long as you stick to normal poly-modeling (the way most game models are made) with no turbosmooth modifier applied you can add triangles where needed. Its a much better way to get a clean mesh than adding unnecessary edgeloops which run all over the model just to avoid some triangles.
Add and repair some details.
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