@Optimus No, the poly count is fine. Vert count depends on final expected fidelity, not a rough guideline. Where did you get the 40-50k verts from?
Triangles are fine on objects that themselves don't deform. Especially cars most times.
@tony 84 Assuming you're doing closer shots of the car (if you can provide those please), perfectuly circular objects like that need that many edge loops.
You may, in fact, be lacking polygonal density in some areas, but it's hard to tell with these far away shots. Can you provide closeups of various major areas?
Is this for an FPS, RTS, or different genre? (not where it's from; I know it's from Halo)
@Optimus No, the poly count is fine. Vert count depends on final expected fidelity, not a rough guideline. Where did you get the 40-50k verts from?
Triangles are fine on objects that themselves don't deform. Especially cars most times.
@tony 84 Assuming you're doing closer shots of the car (if you can provide those please), perfectuly circular objects like that need that many edge loops.
You may, in fact, be lacking polygonal density in some areas, but it's hard to tell with these far away shots. Can you provide closeups of various major areas?
Is this for an FPS, RTS, or different genre? (not where it's from; I know it's from Halo)
I want to reproduce the Forza Horizon warthog, so it's a racing game. There are 2 versions of this vehicle: the low poly, game ready version and an high density model for presentations such autovista. At the beginning my goal was creating the second one, but I must put it in my portfolio so better I provide a suitable game ready model.
I'm stuck now. I have perfectly rounded hi poly meshes, but the result is completely messy. The frontlal part is baked properly What it could be? Thanks
Have you tried reimporting the highres geometry into max to check if it exports correct?
Another thing worth trying: Collapse all your modifiers before you export. I haven´t used max for years but I remember that you had to turn off "isoline display" for the turbosmooth-modifier to collapse correctly.
Yeah, that looks like, in Maya parlance, a smoother mesh PREVIEW, not an actual high poly mesh from your 3DSmax viewport.
Problem solved. It was due to the chamfer modifier: Painter see some smoothed edges as chamfered ones. Removing it and using support edges instead it works fine. That's pretty weird because it is applied to all the meshes but only few of them are affected bu this issue, and only on some edges.
Pretty good, to me maybe the paint lacks of weathering; but it's kinda difficult to say how rough paint as this one live; maybe having some real life refs could help a bit
Pretty good, to me maybe the paint lacks of weathering; but it's kinda difficult to say how rough paint as this one live; maybe having some real life refs could help a bit
Thanks! I will try. I want it seems used and dirt, but not aged or abandoned, so I must find a balance. I avoided rust for the same reason
Replies
No, the poly count is fine. Vert count depends on final expected fidelity, not a rough guideline. Where did you get the 40-50k verts from?
Triangles are fine on objects that themselves don't deform. Especially cars most times.
@tony 84
Assuming you're doing closer shots of the car (if you can provide those please), perfectuly circular objects like that need that many edge loops.
You may, in fact, be lacking polygonal density in some areas, but it's hard to tell with these far away shots. Can you provide closeups of various major areas?
Is this for an FPS, RTS, or different genre? (not where it's from; I know it's from Halo)
I want to reproduce the Forza Horizon warthog, so it's a racing game.
There are 2 versions of this vehicle: the low poly, game ready version and an high density model for presentations such autovista.
At the beginning my goal was creating the second one, but I must put it in my portfolio so better I provide a suitable game ready model.
My approach is baking details wich not affect the silhouette and forms.
The the right hand side has about 2k less tris.
Just post new updates.
Can you get it baked; see where it looks like from there?
I have perfectly rounded hi poly meshes, but the result is completely messy.
The frontlal part is baked properly
What it could be?
Thanks
Another thing worth trying: Collapse all your modifiers before you export. I haven´t used max for years but I remember that you had to turn off "isoline display" for the turbosmooth-modifier to collapse correctly.
It was due to the chamfer modifier: Painter see some smoothed edges as chamfered ones.
Removing it and using support edges instead it works fine.
That's pretty weird because it is applied to all the meshes but only few of them are affected bu this issue, and only on some edges.
I want it seems used and dirt, but not aged or abandoned, so I must find a balance. I avoided rust for the same reason
And if mud is splashed on the fenders, shouldn't the undercarriage be dirty too?
Any suggestion?
https://www.artstation.com/artwork/1A4Le