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Old 26-08-2008, 04:18 AM   #10 (permalink)
Zeus
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Quote:
Originally Posted by zortech View Post
haven't heared or seen someone doing that (turbo smoothing)...that would make some parts really hard to fit to the original shape. Furthermore it's ways harder to get a clean mesh.
I made a model of a lexus is200 a while back by creating a low poly and turbo smoothing it. Ive since read a tutorial by Steven Kent, a vehicle artist at Sony Computer Entertainment Europe who also condones this method. I did try making the model with thousands of polys by hand, but its a real inefficient workflow and you cant get the smoothness that the turbo smooth does.

I didn't get to finish my car in the short time i worked on it, but here's where it was when i left it:



You can see that fine lines etc all have smooth edges and the cars entire shell is one object, no panels etc and no booleans used, its not the greatest example ever, but using a turbosmooth modifier is a great way to go.

Modelling in sub-d (sub dividing using turbo smooth or likewise) is a hard skill but once you understand how edge flow affects the smoothing, its not bad at all and the results are great, every edge is a smooth one. Whereas on the model shown the indents made, for example on the bonnet, look like booleans from a square and have sharp edges.

The articel i read also confirmed that PGR3 has big polycounts, 80 + K but dont forget that they interior is fully modelled also, its around 50% of the polycount, so aiming for 30-40 k is an accurate number if the exterior is to be modelled only.
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Last edited by Zeus; 26-08-2008 at 04:20 AM.
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