In last days I finished last v8 from madmax. I wanted it in it's prime time so that's why it isn't damaged. Model have 11 766 tris and 4096x4096 textures, diff,spec,gloss,normal and map for reflections. Propably in next weeks after, I would make from scratch lowpoly of my hummer, Im gonna do enviro in UDK for that model. Hmm what else to say, im making those to make a portfolio and find a good job. Ok I will stop boring you here you are screenshots (from shader inside max ) and video (please watch in hd).
But imo polycount is good and I don't think that anyone should complain on it, it's not 2006. About 4096 x 4096 as you can see, it have interior and details are on back because I won't add not necessary details on body, when most of the effect are coming from dust and cubemap.
Model looks pretty good, but yes, the tri/polycount could be reduced. If you want to use this to find a job, show them that you can work efficent with polys.
Indeed, it's 2012 (2013 almost ) and this tricount shouldn't be a problem to any engine, but I think there are a lot of tri's at - for example - the sides of the car, that don't add any extra (visible) geometry / silhouette.
there are a lot of tri's at - for example - the sides of the car, that don't add any extra (visible) geometry / silhouette.
Exactly this. Just because an engine could handle the polycount/texture resolution you have doesn't mean it's ok with a bunch of redundant polys/pixels. You could drop the polycount and texture sizes a ton and still have a similar-quality asset. Pretty curious as to how your texture is split up atm, and how it'd look with a 2048x2048.
Still looks really nice, whether you care to be as efficient as possible or not.
It depends. In this case, yes - it's needless geometry.
However there are racing games that don't use a normalmap for the main body of the car (just for tires, headlights, etc.) and they need rather dense meshes to have appropriately smooth shading without specular artifacts.
Ok guys so I have right now some repentance in my mind, because it's true I could cut some of geometry, not much but still I could. I won't change my mistake in this project, but I will use advices for new one. Another thing that Aventhera I can help you with your curiosity, here you go (youtube turntable with 2048x textures): http://www.youtube.com/watch?v=UkR20DecjNg&feature=youtu.be
Ty Snader for writing about racing games I was very curious how it's works, nice to know that right now.
Hmmm to add something from me not only from you to this theme here you go screenshots (sry for so dark seats but you know ao making that so dark):
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But imo polycount is good and I don't think that anyone should complain on it, it's not 2006. About 4096 x 4096 as you can see, it have interior and details are on back because I won't add not necessary details on body, when most of the effect are coming from dust and cubemap.
Indeed, it's 2012 (2013 almost ) and this tricount shouldn't be a problem to any engine, but I think there are a lot of tri's at - for example - the sides of the car, that don't add any extra (visible) geometry / silhouette.
Exactly this. Just because an engine could handle the polycount/texture resolution you have doesn't mean it's ok with a bunch of redundant polys/pixels. You could drop the polycount and texture sizes a ton and still have a similar-quality asset. Pretty curious as to how your texture is split up atm, and how it'd look with a 2048x2048.
Still looks really nice, whether you care to be as efficient as possible or not.
However there are racing games that don't use a normalmap for the main body of the car (just for tires, headlights, etc.) and they need rather dense meshes to have appropriately smooth shading without specular artifacts.
http://www.youtube.com/watch?v=UkR20DecjNg&feature=youtu.be
Ty Snader for writing about racing games I was very curious how it's works, nice to know that right now.
Hmmm to add something from me not only from you to this theme here you go screenshots (sry for so dark seats but you know ao making that so dark):
And ZBrush viewport shot: