You probably should show progress images like clay renders from viewport with wires, etc. Presentation is important to catch attention, and for that you don't need to spend hours to make a cool render
Hope to see more soon from you, I like this Dodge a lot.
Thanks guys! Shaefft. Are you the same one that has done some of the CVPIs and such for GTA IV? If so, wow! Hoping to be able to put this model in too. Exidge, what do you mean by clay render from viewport? I only use one viewport so what you see in the pics is what I see on the computer...
Hehe, yeah I modeled the car for GTA SA and everyone created their own copcar versions of it, including all the version you can get for GTA IV now.
It would be great to see it in IV, as far as I know theres only a standart cab shortbed SRT-10 Ram of this gen from Forza released for GTA so far.
Ya...The SRT-10. Some problems with it though as the 3rd Gens like mine(2004) have the wrong tailgate on it. Also it has both reflectors in the headlight as a headlight bulb, which is not (only the inner reflectors contain a headlight lamp) Plus, not all rams have the sliding rear window...
Make sure the body doesnt get too narrow at the top, Im not sure whether it already is, you might wanna check your real truck if there arent any useful blueprints around.
Also, if you wanna put it in any game you have to watch the polycount. Adding a turbosmooth modifier will probably push it too high, model it without any subD modifiers or invest some time to reduce mesh details where necessary later.
Thanks Schaeft! What is a good budget for polys in game to aim for? Checked against my truck...the body look to be about right.
OT-but where in Germany are you? I live near Bamberg.
Well, for GTA IV 50.000 triangles should be the limit, you could see dozens of them at the same time so polycounts and texture sizes should stay low. Your body without interior and wheels should be in the 30k tris area.
Well, Im currently living in vienna, austria but Im at home near Dresden. Ive been living in Berlin for 2 years and might move in the coming months.
Thanks for the info Schaefft. Just redid the grill frame....working on the cab again...
Try to use more equally sized polygons (roof, frontbumper and fenders), and keep your mesh simple at the beginning. Right now the truck bed mesh is pretty dense, half of those edgeloops arent needed and you might wanna clean the area near the a-pillars. Id also recommend to use less polygons for all the round stuff (fog and headlights) until the mesh is final, its easy to add more smoothness with the connect and cut tool at a later stage.
No turbosmooth is being used except for the bed fenders. I will be redoing those.
There are currently 1 users browsing this wip. (0 members and 1 guests)