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| Work In Progress: Rendering and animation Show off your projects you are working on |
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Low Poly Cars
Hello, I'm back again for those who remember me last time. I am in the process of shaking the rust off my coat.
Anyways, per usual, I'm able to average about 2-3 cars without interior or textures per day if I wasn't so lazy, so I'll be posting updates car-by-car. I may or may not come back and model interiors for them, it really depends. Now then, here's a question I probably asked already: Should I raise my poly cap and try for 3000-4000 tris? At the moment, I'm trying to stay around 1500 tris, give or take 500. Game engines are becoming more and more advanced and are run on higher-end computers, so now I'm wondering if I should up the ante on my end (detail-wise). Modeling an interior would probably about double the polycount for each. I'd just like to know your opinion on this, if you will. Enough chatter, here's the first two: '82 Corvette (I think)-1344 triangles: ![]() ![]() ![]() ![]() Mitsubishi Lancer EVO VIII-1790 triangles: ![]() ![]() ![]() ![]() The models I am posting do not have smoothing groups yet (creases will show for angles greater than 28-30), are not triangulated, and I am not concerned about tires/rims atm. I'm a bit rusty, things should look better in the future. C&C more than welcome. |
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Low Poly Cars
Wow. Nice ones
hock: |
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Low Poly Cars
Era908, that's kind of what I meant, by adding more detail I have to have a higher polycount.
You said there's a lot of poly-waste, please outline the areas you think could do with some optimizing. Some places have polies because I'm trying to avoid too many long triangles, but if you think parts can be improved then by all means don't be so vague about it. |
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Low Poly Cars
I dont see too much poly-waste...but I personally think you can afford to increase your poly count a bit
Like you say, it will be a lot easy to get an idea of the final product after the smoothing groups are set |
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Low Poly Cars
Alright, next car is the Porsche Carrera GT. It took me a bit longer because since I was doing the convertible version, I had to model the interior, hence raising my laziness level 20%
![]() Looks a bit angular around the sides because of the creases deal. Obviously, I increased the polycount, and it clocks in at around 2870 triangles. [edit]Just realized I forgot the side mirrors like usual, I'll add 'em in later ![]() |
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