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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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LinkBack | Thread Tools | Display Modes |
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It looks amazing!
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Tonn how do you manage working with such polycounts ? That wire is at lvl 1 smoothing density, yet you seem to work it by hand ?
Damn, seeing this makes me think I should try and up the count and quality of my 240SX. Thought I was doing a decent job at unsubdivided smoothing until I saw this.... |
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The only crit I have is the thread, needs to be extruded a little more for the tire look.
![]() http://www.hartkasgraphics.org Forum: not yet available. Hartka's T-Shirts: Custom shirts at an affordable price http://hartkasdesign.hartkasgraphics.org email me if you want a custom shirt made with any image. |
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@Johnas - Yeah the watermarks and limited rendersize isn`t great but the program is great for a demo.
@Xoliul - I make the basic shell of the car lowpoly and then subdivide it at 1 iteration, I don`t do much of a shape editing after that, just cutting, beveling and modeling details. @hmg2007 - I certainly agree, but the thread is only a bumpmap, the polycount would go too high for games if I modeled it. Here`s some more pics, next updates on the interior. ![]() ![]() ![]() |
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Fantastic work Tonn!. can't wait to see it in games.
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Beautiful work, its noble you use the demo and dont try and take it further. But I wont lie.. its a damn shame and a tease to not just us but you to not see how this baby looks fully rendered. Your a much better render than I.. I just cant get anything that looks realistic. The car looks great though. If you model the interior detach the doors and front glass and just extrude from the body. Not sure how you do yours but when I was doing mine thats the best way Ive found.
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Thanks for the answer Tonn. That's a relief, I shouldn't feel depressed for my lack of skills then, I thought you modeled it all without subdividing anything at all. Nice renders, consider "upgrading", because this is like, CGcars/Sektor-41 frontpage stuff from what I can see
![]() Also, how does XSI compare to Max modeling-wise ? I keep reading how it's a better alternative since Autodesk decided to stop adding any interesting features at all since Max 9. |
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Haven`t got around to the interior yet..
@Icekid - I too have found this technique to work best, seems the most logical too. @Xoliul - The without-subdivisions stuff worked great in my zmod-era, it just takes alot more time. You can still see people, like EuropaCar for example, use alot of polys by hand and still produce excellent models. I`m really not the person to compare MAX to XSI in terms of features as I have only used MAX to produce a few very basic renders. The UI in XSI makes more sense to me... but that`s the way I felt after opening max the first time after using XSI for few months. People say XSI is better... but people say alot of things, the way I see it MAX is still the "veteran" of the industry, XSI and maya seem to get more popular in high end studios though. The thing I find a bit amusing is how the people who deal with games editing think I use MAX allthough there`s XSI watermarks all over my renders and screengrabs- if the model is not done in zmodeler it must be MAX and have the meshsmooth. |