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#1 (permalink) |
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New Member
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GAMC #4 Cthogua
Hey all,
Thought I'd try to get in on this challenge, here's the low poly engine I've made so far. I'm planning on laying out the UVs then breaking it up into individual pieces I can do high poly renditions of rather then busting out a fully high poly model for the whole thing. If anyone feels inclined to answer I do have a question about how to go about high poly modeling the nose cone with the screw hole in the middle of the arc and actually make it look good. Sure I could just put screws along the rim or something, but this is a particular modeling problem (a hole cut into a rounded surface at an angle other than toward the objects center) that I've encountered before and if anyone has a way of doing it that that works well I'd love to hear it. ![]() Last edited by Cthogua; 01-12-2009 at 02:18 PM. |
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#3 (permalink) |
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Administrator
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If yo ufind that you'd want to use some more polys in some area it looks like you could optimise the cylinder beneath the turbine a little bit and maybe take out one of the rings on the tubine blades. Good looking lowpoly though, I hope you finish
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#4 (permalink) |
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Forum Leader
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It looks like you have the faces on the bottom boxes extruded in. This isnt necessary for the lo-res. You are not gaining silhouette detail from it, so the normal map will do the rest. it will probably buy back around 100 tris or so. You can probably lose 1/3 of your divisions on the "muffler tube's" opening, as well. Just collapse edges here and there, and I bet you won't lose much shape
Solid base, and nice form so far. Keep it up!
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