I decided to start working on modelling a Mustang yesterday and have almost got the basic model. I'm planning to make the model around 10K Tris but am keeping it low poly until I get the topology right. I've had some practice modelling vehicles before but I've always struggled with creating topology which makes effective use of tris. I feel like their are areas with a heap of vertices jammed in while other areas have barely any.
Reference:
Front:
Back:
If anyone has any suggestions for the topology or anything else then I'd love to hear it, thanks!
Replies
Wheel:
Car with smooth shader:
Car with wireframe:
I've been making some good progress. I still need to model the interior, some extra details and the windows as well as perfecting some of the topology that I'm not happy with. The car right now is sitting at 1,466 Tris with the wheel sitting at 576 Tris. If I multiply the wheel by four then that makes for a grand total of 3,770 Tris. I think that the tri count is doing pretty good and I should be able to meet my goal of about 10k Tris.
Let me know if you have any suggestions or anything, thanks!
And here's a render:
My plan going forward is to continue increasing the tri count on areas which look like they would benefit from more detail, like the headlights:
I'll also add textures along with bump maps where possible, like I've done on the tyres:
After I do all that then I should be finished with this model. I might decide to increase the tri count a bit so that I can put in some more detail but that won't be a problem. I'll report back as I progress.