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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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This is very intriguing. I'm very unfamiliar with XSI though. What do the blue lines mean in your wires? I also notice that for example there are blue lines under your front headlights making the (little slot under the headlights) However it doesn’t (appear) to conform to the mesh around it. I am however pleased with how you are in tune with the lines of the car. Though I see you kind of ran into a problem in the rear above the taillights where the rear frame meets over the taillights.
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@Catlin - That`s because I used meshsmooth (subdivison in XSI terms) in some places, later removing some edges and editing the mesh.
@Icekid84 - The blue lines are disconnected or the very outer edges of the mesh (it`s actually the same). The headlightwasher slot isn`t actually modeled in the bumper but howering over it (an idea I got from Slice56 from cg-cars), it works quite good as I wouldn`t have known if I didn`t see the wire. I didn`t get where I have the problem, the trunk, rear quarter and the taillight are separate objects so I don`t find it neccesary to have all their edeges "meet"... though I would agree if you think it would be more aesthetically correct if they did. |
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Great poly placement. It looks better than many highpoly cars I've ever seen. I hope that you'll finish this one.
![]() 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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I think the issue where the tail lights and the bodywork meet up that IceKid was mentioning was how the tail lights' vertices and edges don't match the edges or other structure on the bodywork... this is especially noticeable in the upper corner of the tail lights towards the inside of the car, you've got an area where in three columns of edges (edgeloops) on the tail light, there's about 5 or 6, maybe even 7 edgeloops on the bodywork...
looks nice though... I myself am thinking the key to successful high-poly modeling is sometimes not getting bothered when some floating elements don't match precisely vertex-per-vertex with their surrounding elements. ![]()
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