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#1 (permalink) |
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New Artist
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Lancer Evolution next gen
For which Engine - propably later in GTR2 engine
Current Polycount - something under 11000 Max Polycount - 30 - 40k Description of background information on piece - just another thing that will be for my portfolio Where are you looking to receive criticism - polyusage mostly _________________________________________________ ![]() ![]() ![]() |
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#6 (permalink) |
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Game Art Student
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i've heard gran turismo cars have about 200k poly's.. can anyone confirm this? if so he's not extremely high poly
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> To steal ideas from one person is plagiarism, to steal ideas from many is research. Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio |
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#7 (permalink) |
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loves polygons
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The car looks good so far. What I would try to do is avoid triangles as much as possible to make it look more smooth.
As far as polycount goes... I plan to make some cars in the near future too so I started doing some research last week. Apparently all that matters these days is how smooth the car looks You'll find at this link some info about polycounts in games: rsart - Rick Stirling, games artist » Blog Archive » Yes, but how many polygons? Not sure how true those are but an article from someone at Bizarre Creations (Bizarre Creations in "we are liars" shocker. - Bizarre Creations) confirms that the polycount for cars in racing games is huge. I guess the engine can take that and people are not making the effort to cut unnecessary triangles. It's all about how good it looks. I bet most of the cars in games like this have a turbosmooth collapsed on them ![]() We're talking here about the most detailed car in the game though... I couldn't find anything on the number of LODs used and their triangle count. Back on topic... For a next gen car your model looks good and as I said in the first line of my post, try to avoid triangles. Don't try to match the polycount for nextgen games if you can make the car look just as good with fewer polygons. Use as much detail as you need around the round areas. The wheel arches are a little pointy in some places, same goes for the window and headlight outer border. |
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#8 (permalink) | |
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Senior Artist
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You could take a few loops out of the flat surfaces, though I wouldn't call the model 'waste' (supporter of good comments lol)
Quote:
There already is an article concerning modeling and texturing next gen cars and nobody takes a look at it. o.O http://www.game-artist.net/forums/sp...t-r-r34-3.html
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The trick is to know when you're the latter, so you can become the former. Revolver |
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#10 (permalink) | |
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Game Art Student
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Quote:
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. Last edited by Zeus; 08-26-2008 at 04:20 AM. |
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