New project Koenigsegg - in-game model is made under the requirements of the next-gen game engine.
Completely reworked the entire mesh on model.
Exterior (without wheels) = 48 500 tris.
Cockpit = 51 500 tris.
Wheel = 5500 tris.
The whole model mapped under new requirements for texture maps and baking Ambient Occlusion maps.
Textures (Diffuse, Specular, Normal):
Exterior, cockpit = 2048x2048
Wheels, lights = 1024x1024
Brake discs, calipers = 512x512
Render - VRay
Background - HDRI
More Renders:
http://www.iartdrive.com/portfolio/koenigsegg-ccx-stig-edition-in-game-3d-model-next-gen-hd/
Replies
When we have more free time, we might try to set up shaders for this 3D model in game engine.
Thanks for the advice.
LOD0: 172753 polys
LOD1: 45074 polys
LOD2: 21802 polys
LOD3: 13134 polys
LOD4: 6360 polys
LOD5: 2556 polys
Hi-res cockpit: 79845 polys
Of course, we're into seriously diminishing returns at this point; the difference between a 2k and a 20k model is far more noticeable than between 40k and 2M.
I'd really stay away from the "Next Gen" buzz word; referring to the target platform/engine is both more accurate and informative.
The carbon fiber interior is distracting, setting up both moire patterns and apparent jaggies. The latter is really apparent in the upper door seam, between the two areas of lighter gray. Some of the other materials used in the interior just don't feel right - the material of the interior windshield frame feels more like plastic than leather/cloth.
The interior could use a few more polys to smooth things out - off-hand I'd say 60k would be a reasonable target. If you look at the first interior shot, you can see some straight lines forming the curve around the door handle, and the seam between the loop and the door is very awkward. The rim around the driver's side mirror is also a bit jagged, and the normals don't seem to be playing nicely there. Are these small complaints? Yes, but that's where the competition was 4 years ago; by now they're probably modelling the USB connector in the glove compartment... Getting the model into the actual game as quickly as possible will help you determine what the player will really see in-game, letting you selectively smooth things.
At the same time, some of your textures seem excessive for what they are - 512 for a 3-tone texture for an LCD? Again, get the model into the engine, then start playing with texture sizes. Just because an engine CAN use a dozen 4k textures deosn't mean that it MUST or even SHOULD use them.
I agree that if you're aiming for a game model you should avoid vray renders, it's not really a good way to represent what you're doing.
ALL Renders: http://www.iartdrive.com/portfolio/koenigsegg-ccx-stig-edition-in-game-3d-model-next-gen-hd/
PS. Thanks to all for comments.