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#1 (permalink) |
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New Artist
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Nextgen Locomotives
Game locomotives, each one has around 50 000 triangles and 3x2048px diffuse/normal/specular mapy. Hope you like it
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() And finally, here is the link for short animation of all of them: http://www.gode3d.com/files/lokotky/animacka.mov |
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#4 (permalink) |
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New Artist
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Your models look stunning, all that attention to the littlest details...
but, yeah its way too much for these new engines, its really high poly... if the models were about 10k triangles (probably less) and had ONE 2048 diffuse, normal, and spec map I'd say "Let's see it in game!" If i remember right... Crysis pushes about 280k triangles in the benchmarking demo, so 50k in comparison is too high. Nice models though, and if you want to cut them down for a game engine, i would say start taking out those little details that could just be put in the diffuse and normal maps.
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#5 (permalink) |
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Senior Artist
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well in Project Gotham Racing 3 the cars were close to 100,000 polys, and in flight sims the airplane models are crazy high poly, so id say its fine :P
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My DeviantArt |
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#7 (permalink) |
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New Artist
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Thanks guys, I'm glad you like it
![]() About the polycount etc., well these were limits which I get, I wasn't much interested about other things, but locos are done for addon for train simulator, so I would say it's pretty ok, because probably there won't be to many of locos on the screen at the same time. |
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#8 (permalink) |
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Senior Artist
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Damn, these are so pretty! I really like the studio shots you've done with em, those look even better than the composited ones.
I wondering now where you got all the reference to build those things with such high detail ? I know from experience that building high-detail mechanics can be really difficult because reference material starts to lack when you go that far. |
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