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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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  #11 (permalink)  
Old 09-06-2007
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OriK OriK is offline
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Actually it's not really a technique because it's just a base mesh before you can apply "Mesh or Turbo Smooth". I don't use any of these modifiers because they generate too many unmeant polygons. Most of the polygons result from chamfering and connecting edges. The main difference to a classic base mesh is only the level of detail and not the limitation to use quads only.
Enclosed you can see a shot about difficult parts due to the "low poly" mesh. The main problem is to cut the door/hood gaps into round shapes. If you break the surface you get sharp edges. You can avoid that by cutting the gaps "IN" FLAT polygons. Don't chamfer edges between polygons which have different angles. Creating the gaps this way you get clean results as marked with the green circles. The reflection is not broken. The red circles show inaccurate cuts but sometimes the topology doesn't allow a smooth surface. Another trick to get smooth surfaces as well is to rotate the invisible edges into one direction. A nerve-racking task but the result looks incredibly smooth. If these edges are turned randomly you get kinks as you can see on the upper part of the door (also marked with a circle). The same problem here. Though the edge on the roof has been turned correctly, the topology generates a kink but turning this edge into the other direction destroys the overall flow on this part of the surface. So I have to live with that or I add more and more polygons.
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rfactor-saleen-s7-twin-turbo-saleens7_smoothing.jpg  

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  #12 (permalink)  
Old 09-06-2007
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I like this car too, grate shape!)

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  #13 (permalink)  
Old 09-06-2007
mr.mean mr.mean is offline
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Sure does look sexy
But uhm, how u get reflections in the viewport?

If you can make some kinda tut/howto.

Mr.m
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  #14 (permalink)  
Old 09-06-2007
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the quality of your work is just incredible from each and every car, i mean especially now on this saleen, you can hardly see the renders aren't ones of a high poly model. just wow.

i think i need to get a proper comp towards the end of the year so i can play some up-to-date games and maybe with your models

I'm a Prefectionist
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  #15 (permalink)  
Old 09-06-2007
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OriK OriK is offline
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@mr.mean
You must apply a DX9 material to your model. 3dsMax has its own FX shader in order to apply normal, specular and reflection maps in viewport. Take the "StandardFX.fx" shader you can find in > maxX\maps\fx. DDS cubemaps are required which you can find in > maxX\maps\reflection.

@Silent][Moebius
If you by a new computer by the end of the year you can run 20 of the Saleens at the same time in a race smoothly. It has been tested with the Nismo on a high end computer and works perfectly. The nismo will have less polygons than the Saleen but the Nismo will contain 20 teams with many high-res textures. The Saleen will just keep the original colors. That saves a lot of vram.
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rfactor-saleen-s7-twin-turbo-dx9_max.jpg  

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  #16 (permalink)  
Old 09-07-2007
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The model is lookin' great, so good job so far on that one.
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  #17 (permalink)  
Old 09-07-2007
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Poltavskiy Poltavskiy is offline
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I have a question that bothers me everytime i look at one of your low poly models.

How do you get the smoothing to be great? I get werid black shades going by where i do seams unless i deatach as element the seams then its fine. But then i dont have the perfect smooth look like you do.

Can you share your secrets?


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  #18 (permalink)  
Old 09-07-2007
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redstar you just use the smoothing tool under editable poly to determine a sharp line and edge


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  #19 (permalink)  
Old 09-08-2007
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OriK OriK is offline
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@redstar
You create very smooth high poly models. That's the secret. Just apply "ONE" smoothing group to your base mesh and you know what I mean. All techniques and knowledge you need you already have .

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  #20 (permalink)  
Old 09-08-2007
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amazing
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