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Porsche 991 GT3 low-poly [Looking for critique and advice]

lluc21
polycounter lvl 6
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lluc21 polycounter lvl 6
Hi,
I've been working on this project lately as an exercise on low poly modeling and texture baking, with the goal of learning the limits of baking and texture sizes. I'd appreciate any feedback and critique before I go with the beauty shots and publish it on Artstation, if it is worth doing so. The highpoly was bought for me from a client for a rendering job. Is this usage of the model legit? 
Some info about the model in case you're interested:
6.4k triangles and 3 texture sets: 1k texture for the body, 256px for the wheels and rims and 128px for the lights.
All pictures are directly taken from sketchfab: https://sketchfab.com/3d-models/low-poly-porsche-911-991-4a1ba783a1704afe9fbcf0913361bacb







https://sketchfab.com/3d-models/low-poly-porsche-911-991-4a1ba783a1704afe9fbcf0913361bacb

Replies

  • Ashervisalis
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    Ashervisalis grand marshal polycounter
    Looks really cool for low poly. Can we see the high poly wireframe? My biggest issue is circled in blue. If this was a low poly car, meant for a huge open world, or a mobile or something, I'm wondering why you've baked so much of the detail yet added this little circle of geo?


  • lluc21
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    lluc21 polycounter lvl 6
    Looks really cool for low poly. Can we see the high poly wireframe? My biggest issue is circled in blue. If this was a low poly car, meant for a huge open world, or a mobile or something, I'm wondering why you've baked so much of the detail yet added this little circle of geo?


    I added that circle because I mirrored the uvs of the car so it had no fuel cap. I noticed a bit late in the process, and as I was going to bake it into a plane decided to just leave the floating geo as it is as it just adds 96 tris. 
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