Some of the needed edge cuts seems to be distibuted all over the model ? Maybe good for concepting but this may should be optimized (for example showing the 3 to 1 quad transition) especially when there are so many planar areas (then even triangles are no problem).. the hood seems to need some of that details (green). Maybe some of the details are also better put into a normal map.. (for example tires or front grid ?). Anyway: Some of the parallel edges might have some details which are not visible in the images (or could also be done with normal maps ?).
Some of the needed edge cuts seems to be distibuted all over the model ? Maybe good for concepting but this may should be optimized (for example showing the 3 to 1 quad transition) especially when there are so many planar areas (then even triangles are no problem).. the hood seems to need some of that details (green). Maybe some of the details are also better put into a normal map.. (for example tires or front grid ?). Anyway: Some of the parallel edges might have some details which are not visible in the images (or could also be done with normal maps ?).
Thanks for the detailed feedback, I really appreciate it.
You’re right — this was modeled mainly as a concept / high-poly asset, so I didn’t prioritize optimization at this stage. I agree that several edge cuts on planar areas are unnecessary and that many of those details would be better handled through normal maps, especially on the hood, tires, and front grill.
I’ll clean up the topology, improve quad flow, and reduce geometry in the game-ready version. Thanks again for pointing these areas out — it’s very helpful.
The triangle count looks really high for real-time use, how many triangles?
The density also looks uneven. The wheels and pipes seem over complicated. Can you show some wireframe closeups?
Thanks a lot, I really appreciate the feedback.
This model is currently a high-poly / concept pass, so it hasn’t been optimized for real-time yet. I agree the triangle count is high and the density is uneven, especially around the wheels and pipes.
I’ll be doing a game-ready optimization pass next and will post wireframe close-ups and triangle count once that’s done.
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The triangle count looks really high for real-time use, how many triangles?
The density also looks uneven. The wheels and pipes seem over complicated. Can you show some wireframe closeups?
Thanks for the detailed feedback, I really appreciate it.
You’re right — this was modeled mainly as a concept / high-poly asset, so I didn’t prioritize optimization at this stage. I agree that several edge cuts on planar areas are unnecessary and that many of those details would be better handled through normal maps, especially on the hood, tires, and front grill.
I’ll clean up the topology, improve quad flow, and reduce geometry in the game-ready version. Thanks again for pointing these areas out — it’s very helpful.
Thanks a lot, I really appreciate the feedback.
This model is currently a high-poly / concept pass, so it hasn’t been optimized for real-time yet. I agree the triangle count is high and the density is uneven, especially around the wheels and pipes.
I’ll be doing a game-ready optimization pass next and will post wireframe close-ups and triangle count once that’s done.
Thanks again for taking a look.