Anyone here know a recent and serious tutorial from modeling to baking a car for game? I would love to find some tips with the quality of a need for speed or forza.
i have a solid experience in hard surface modeling but not so much in game.
Cars in AAA games usally aren´t baked. Only small details like interior buttons or leather elements use baked normals. All parts of the car body are basically modeled.
Hi, i found a paid tutorial on www.3dnice.net This guy shows everything you need for 2 bucks.I don't know if there is a quality free tutorials on youtube etc.
Yep it is the only one i found that looks good. I will probaly try it. I am also interested about the topology rules for game. I checked some models from forza and the way there are modeled is quite different than classical subdiv.
.Wiki = do you think thoses lowpoly Lod 2 or 3 also use only weighted vertex normal ?
Model at a low subdivision level. Sub-D to a higher level to get the most smoothness. Cars can be 100k-200k nowadays, so using a "baked down" SubD level is fine. You can also just model at your final tessellation level, but that is probably not optimal.
And yes, you will use weighted vertex normals for all assets, including areas on the car that need it.
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This guy shows everything you need for 2 bucks.I don't know if there is a quality free tutorials on youtube etc.
I am also interested about the topology rules for game. I checked some models from forza and the way there are modeled is quite different than classical subdiv.
.Wiki = do you think thoses lowpoly Lod 2 or 3 also use only weighted vertex normal ?
And yes, you will use weighted vertex normals for all assets, including areas on the car that need it.