portfolio update

#1
Hey,

wow, the site changed a lot since i was here active for last time. I would like to show you guys some of my work that i have been done in two years. Hope you will like at least one of them.

You can also visit my updated online portfolio at Untitled Document

cheers
 

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#5
Nice to see some professional stuff here. I was always wondering why NFS Shift 2 uses such low polycount models though. The wires look efficient and normally you wouldnt notice anything, but its a bit odd to see some of the cars from very close distances when you are used to highpoly models like in Forza 3 or 4. Its like their budgets didnt change over the last 4 years or so.
 
#6
Thanks for comments. I see some well known faces here from older days. Looking on johnas or schaefft galeries i think you have improved too.
Regarding the polycount for NFS cars, most of them are around 30k with everything. This could be like half or a bit less than half when comparing to cars done for Forza. The only logical thing for what caused this is other engines. Different shaders, code and even textures sizes have big inpact on how much tris at the end a car can have. Not sure exactly about the polycounts for Gran Turismo 5 cars, but they are way over 100k. Mostlikely their engine is more efective in manipulating with polygons than others. And at the other side maybe they are more restricted with textures usage. Just my opinion.
 

salim

Administrator
#7
Hi dude !

really glad to see members of SMC familly in the industry really make me feel happy !
nice work on the cars !

ps. FM3 are around 120-150k exterior with interior as for GT5 it's a bit higher than that since they use more parts .


cheers,
Salim Ljabli
 
#10
Nice to see some professional stuff here. I was always wondering why NFS Shift 2 uses such low polycount models though. The wires look efficient and normally you wouldnt notice anything, but its a bit odd to see some of the cars from very close distances when you are used to highpoly models like in Forza 3 or 4. Its like their budgets didnt change over the last 4 years or so.
Forza or GTurismo are made for a single platform, so they can be optimized to hell and back, allowing better performance and higher polyconts. For NFS, it was made for 3 different platforms, so there had to be a compromise there as to get them all looking the same, and get the same performance across the board.

With that said, some cars are better then others aswell, its harder to notice as the polycounts go up, but when you are working with 30k tris it shows the difference between good modelling and excellent modeling.
 
#13
Greetings,

one month ago i desided to improve my texturing skills a bit. Choosed a SU122 Russian WW2 tank. Under 10k tris, 2048x2048 diffuse,normals,specular and glow textures.
If you wonder why you see a German cross on the sides and at front. It is because it was repainted just after it was captured by that army.
 

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#14
Greetings,
few days ago i decided to do a car for my portfolio. Many things that i am showing there are outdated and it just screaming for new stuff.
Maserati Gran Cabrio. There will be exterior model with lower detailed interior and then highres interior. Exterior with ld interior i am thinking to make it around 80k tris and interior hd 40k. For exterior i will try to use shaders as much as possible and create textures for wheels, parts that will need alpha, then texture for details and one texture for interior. Interior hd mostly with small tilable textures and one for details.

Progress: just basic spline work
 

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