Hey guys, I'd like to know how much time does it take from you to model a low poly car interior and exterior? also what is the average poly count of that model ?
You should mention what platform/specs are you aiming for. Low poly can mean anything from mobile phones, current gen consoles, PC or the really retro stuff (PS1 or Nintendo DS).
And if you're following a PBR/AAA workflow, you'll still need to model a High Poly version to save the normal maps info from.
And if you're following a PBR/AAA workflow, you'll still need to model a High Poly version to save the normal maps info from.
most cars nowadays are pure polymodelling, no normalmaps applied. as with super nice car paint shaders, any artifact from compression will be suuuuper glaring. So most racing games actually do not create a highpoly to get a normalmap from.
And if you're following a PBR/AAA workflow, you'll still need to model a High Poly version to save the normal maps info from.
most cars nowadays are pure polymodelling, no normalmaps applied. as with super nice car paint shaders, any artifact from compression will be suuuuper glaring. So most racing games actually do not create a highpoly to get a normalmap from.
even if the care is not the main object in the game? something like GTA, watch dogs , Mafia...etc ?
GTA type games? Pure speculation, but I'd guess somewhere between 10-50 hours from blockout to setup in engine. What's the purpose of the question? If you are an artist in training, I think it makes more sense to make sure you can hit your quality target first, regardless of how much time it takes, and then when you can consistently do that start thinking about how fast you work.
Polycount varies. Just aim for quality. But build it in such a way optimizing it isn't a pain, like building in a way where deleting edge loops is easy.
Replies
Low poly can mean anything from mobile phones, current gen consoles, PC or the really retro stuff (PS1 or Nintendo DS).
And if you're following a PBR/AAA workflow, you'll still need to model a High Poly version to save the normal maps info from.
Polycount varies. Just aim for quality. But build it in such a way optimizing it isn't a pain, like building in a way where deleting edge loops is easy.