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Old 04-18-2007, 01:37 PM   #21 (permalink)
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Looks prety good. i'm not a real fan of fast sport cars, but yours looks more than ok. No real crits. Well maybe give the tires an actual side and top. I'm not sure if they are supposed to look that round.
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Old 04-18-2007, 02:15 PM   #22 (permalink)
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Yeah, a proper normal map for the tyres is next. I've been hunting around for good tyre tracks and I've found some that should do quite nicely. Update either later tonight or tomorrow
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Old 04-18-2007, 02:59 PM   #23 (permalink)
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Your wire has some weird stuff in it, mostly tri's that you could just lose, and you can spread your polygons out more evenly, especially on the hood.
Also, it looks like you're not using any smoothing, you really should because some edges look badly smoothed now.
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Old 04-18-2007, 04:05 PM   #24 (permalink)
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Quote:
Originally Posted by Xoliul View Post
Your wire has some weird stuff in it, mostly tri's that you could just lose, and you can spread your polygons out more evenly, especially on the hood.
Also, it looks like you're not using any smoothing, you really should because some edges look badly smoothed now.
What do you mean by smoothing? Different areas should use different smoothing groups or...? As for the tris, could you point out what you were thinking of? And I'm not going to make it all quads, not really any point in my opinion.
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Old 04-19-2007, 11:00 AM   #25 (permalink)
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Smoothing, well I just thought of the fact that those are viewport grabs, meaning you'll have that crappy Max per vertex shading, pretty much any game engine and certainly a render engine will do a better job at the smoothing, so it isn't that big of a deal depending on what you want to do with it. However, you should do something about the body work that folds inside, for example the inside of the wheelarches or bodylines, you could just make a hard edge there with smoothing groups.
And tri's, well of course you don't need all quads, but the flow could do with a bit of improvement here and there. Maybe I'm a bit biased after looking at highpoly wireframes for a month, but I pointed out some obvious spots;



It's things like the mirror surface (=flat, you could do that with far less polygons) or that weird spot above the front wheelarch mostly. The others are about optimization, and you haven't gotten to that yet so I didn't indicate all of those. Also, the green line by the side isn't accurate, look at refpics because there seems to be a bit of a crease which doesn't exist irl. Also the part where the side of the side wheel arch runs through into the door is not accurate.
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Old 04-25-2007, 08:52 AM   #26 (permalink)
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Thanks for the pointers Xoliul. I did a lot of tweaking on the body and the edge flow. Hopefully it will show up in these new images. As for the wheelarches, yes, I could use smoothing groups and save polys but then you won't get a nice smooth reflection and highlights so I'll keep them for now

I hope y'all like it (sorry about the filesize)



Rear

Interior and close up of rear

Wires will come soon. I kind of got carried away with the polycount and the more polys, the nicer reflection so I think I'm going to keep most of them for now...
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Old 04-25-2007, 09:31 AM   #27 (permalink)
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wow, looks fantastic! you could add license plates, it would be a nice contrast...
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Old 04-25-2007, 09:46 AM   #28 (permalink)
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Good point Next update I promise!
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Old 04-25-2007, 09:58 AM   #29 (permalink)
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Model looks nice but that colour red is so very cartoony it brings the whole piece down.
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Old 04-25-2007, 10:32 AM   #30 (permalink)
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Nice stuff, Peter.
__________________
- F*ck the polycount.
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