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#11 (permalink) |
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Game-Artist.net Admin
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There's only one thing wrong with this car, the steering wheel is on the wrong side. The people that come up with this kind of stuff, unbelievable.
nono, jk ![]() car looks ace man. maybe one minor thing. The poly density on the rear bumper is alot higher than on the rest of the car. Maybe you can save some there, although with 27k tris maybe that doesn't make alot of difference... nice work |
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| The Following User Says Thank You to doylle For This Useful Post: |
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#12 (permalink) |
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Senior Artist
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Yeah! I got what I wanted!
![]() I too am very unhappy though...the steering wheel is definitely on the wrong side. I just can't handle it.... Ok so hopefully you haven't uv mapped it yet but I saw a few things on the inside and one or 2 things on the outside. I think you could distribute your polies a little better in the interior and get some more modelled details in there. The center console for example has alot of wasted tris where they don't really mess with the silhouette at all. You could yoink some tris from there and possibly get some gauges modeled in. Also might not hurt to steel some tris from the sides of the seats to help round out the middle of the seats some more. Lastly I was wondering if you were going to add some more to the inside of the wheels, brakes and that kind of stuff. You have some gaps in the hubcap so you can see through...so it might be a good idea to fill it in some more under there. What technique are you using to cut your details into the body. Parts like the gas cap, door handle...etc. Just wondering, how you go about it while keeping the form of the body...I'm guessing you cut it in? Aside from the poly distribution the car is tiiiight! Get it textured dude! ![]()
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| The Following User Says Thank You to retardedmonkey For This Useful Post: |
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#13 (permalink) |
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Senior Artist
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doylle: Your right, the poly density is quite overweight on a lot of areas, but im quite happy to leave it as it is so that everything is sexy smooth.
rmonkey: I'll see what I can do to add more detail in the interior. I'll definitely do what you suggest for the seats. One of the problems I found was that this is no specific piece ( ie. fps / 3rd person shooter / racing game etc ) so I found it tricky where to put the detail. I'll add more details on the console and on the rear sets, aswell as lots of fancy police type equpiment. Valid point with the wheels and brakes. I was going to leave it as is but now that you've mentioned it I will add a cylindrical plane and uv some brakes in there. Not much point in modelling much detail in there as it would hardly ever be seen. It will also get a small amount of uv space. I start by modelling the whole shell in one piece to make sure I get a good poly flow before chamfering the panels and details etc. The door handle is just cut to shape ( outer most edge ) and then extrude inwards, then model the actual handle ( seperate piece ) and attach. Same with petrol cap ( modelled after symmetry is removed ). I've always flirted with the idea of a video tut of my process from start to finish, but due to the length of time it takes me to do anything I usually scrap it 1/4 of the way through. If there was enough interest in a video tut / workflow I might consider it, or small videos such as chamfering / cutting in details / correct poly flow and distribution etc.
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#14 (permalink) |
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Senior Artist
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Awesome! I say you stop flirting with the idea and get more serious...make it your partner for life. Just a suggestion....
But yeah I know what you mean about the interior, without a definite goal on how closely and how much the interior will be seen...its hard to determine how to distribute the polies most effectively. The only reason I'd say to model the stuff in the wheel is because a painted red brake looks tight as the wheel spins. However like you said it won't be focused on so no point in going to crazy with it. Sounds good though dude, lets get some more stuff up here already! ![]()
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#15 (permalink) |
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Senior Artist
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Ok, I finally got something done on this.
Added more detail to the interior and added some equipment. Should really add some more but can't find any decent refs, so, onto unwrapping... (yay!). ![]() I'm thinking 256 for the wheels ( might push it to a 512 ), 1024 for exterior and 512 for interior and 512 for windows & lights + alpha. ![]() ![]() ![]() ![]() ![]() ![]()
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http://www.unsteady-teddy.co.uk Last edited by UnsteadyTeddy; 04-10-2008 at 03:47 PM. |
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