Back and Better Mini cooper CnC

Started by Raider, Mon 01/12/2008 07:53:24

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Raider

Hi all.

I joined the forums a few years ago and thought I might come back to ask you guys for some CnC.

I took a tutorial to teach myself Modo 302 (on a mac)
The results...





I apologize for the inside of the mini (emptiness!)

Thanks guys!

- Raider

Buckethead

Quite nice! I hear nothing but good things about Modo. Can we see a wire shot?

it's easier to see flaws then. I'm not sure if you've done any texturing but it doesnt look quite right. The shader also looks a bit off.

Raider

#2









To the moderators: Are these images too large? Sorry for not reading the rules!

Shane 'ProgZmax' Stevens

The images are fine.  My worry is that for practicality purposes you've used an awful lot of polys, especially on the door mirrors and the tires.  For a basic tutorial it's fine, but if you get to where you want to make something for a game (especially a game with multiple cars) poly count is something you'll want to take seriously.  It looks very good, though!

Raider

Thanks!

The reason for the high number of polygons is for the realistic shape. The more geometry I create, (especially in something round like the tire) the more shaped, in this case rounded, it will be.

As for the doors, the same idea applies. The door on a car is never completely flat so I have created a slight bend in the panel thus creating more geometry to work with.

Is there a better way to create shapes like that using less polygons? Because I see you point...

Buckethead

First the good news. Game models of cars these days use about 100.000 poly (200.000 tris).

Then the bad news. You can optimize this a real lot. First off, it looks like there are alot of polygons with more then 4 sides. While you can get away with it, its not very organized. Then you could indeed do with a whole lot less detail in places. You can also save polys by deleting edges and leading them into a corner, if you do this right it will not change the shape.

You can also use normal maps to fake detail and smoothness.

Raider

100? Haha I may have broken that rule. I guess it would be a good challege to design something as complex as a car with less pixels.

I just noticed a few loose verticies in the wire frames, should clean them up...

About the organization... I separate the sections of car into meshes so I can work within the individual pieces. It's not a bad system and I guess it works for me.  :=

Trent R

Quote from: Buckethead on Tue 02/12/2008 00:00:37
You can also use normal maps to fake detail and smoothness.
Agreed, modeling is half of it. Know how to correctly texture is a skill that is definitely worth your while to learn.


~Trent
To give back to the AGS community, I can get you free, full versions of commercial software. Recently, Paint Shop Pro X, and eXPert PDF Pro 6. Please PM me for details.


Current Project: The Wanderer
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