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| Work in Progress: Video Game and Real-Time Show your lowpoly or game models here that you are working on |
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It's lookin' very smooth so far. I can't wait to see it finished.
How many tris are in there now? ![]() Current WIPs: Seat Ibiza (2009) - http://www.smcars.net/forums/work-pr...za-2009-a.html Mazda CX-7 - http://www.smcars.net/forums/work-pr...da-cx-7-a.html |
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Looks pretty good. Nice poly flow, too.
Although, I imagine that you might be able to collapse some edges together in the highlighed area. ![]() WIPs: KTM X-Bow Lamborghini Countach 25th Anniversario (preview video)(gameplay video) Lamborghini Murciélago and LP640 (on hold) Lamborghini Gallardo Sypder (on hold) |
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thanks for the comments guys.
![]() @ lost: yeah i think theres about 2500 tris at the moment... so i'm expecting to blow my budget i think. but its just good to get one car done and then i can have a better idea of where to cut down on tris for the next one. @ catlin: suppose it could be considered as mid poly... the way i see low poly is anything using a smooth modifier that doesn't create any more polys on your mesh. (as opposed to using something like turbosmooth which blows yours polycount up big time) @ masakari: yip prob can get rid of some polys... wil maybe look at doing that if i start getting too close to my poly cap. Last edited by nzjimmy2001 : 09-18-2007 at 03:48 PM. |
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I really like this!
You could probably even the wireframe by collapsing some edges like Masakari said. It wouldn`t probably change the polycount that much but could maybe give better reflections (or worse in someplaces because of edgeloops ending in tris). If I´d picture this model driving in a tunnel (tunnel light bar reflections flowing over the car) then I´d probably see some reflection lag on the hood (the wire is more dense in the middle possibly making the reflections running slower and smoother in the middle than on the ends of the hood). This might not be so at all but I´m speaking from my experience, depends alot on the shape of the part at hand I guess. |
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