Here is a car I am modeling. I intend to trim the poly count down later, but I would like to try some normal mapping with this. It is currently at 1604 triangles.
I redid my car since it looked like a cute kiddie toy Ferrari. Not sure if this looks like a non existing car or if someone would like to drive, but this is where I am going with my 4 wheeler.
I have already mapped the UV, but haven't quite planned it completely for the lower LOD to share the same texture. What is troubling me is trying to compact the the lower LOD down to 500 polys. It is currently at 618, but is looking really crude and will start to lose it's shape if I reduced any more rounded surfaces. It looks like I will have to make 5 sided wheels to bring it down to 500 polys.
I should have built something less complex and less detailed.
Here's a render with only a diffuse and transparency/opacity map.
Is the opacity and transparency map the same as an alpha map?
I have not made a specular map yet. Am I supose to make a specular level map or specular color map?
I'm going to work on the lower res LOD next and hope to get it all done on Saturday night.
It didn't turn out the way I had hoped, but this is it.
Polys: 1997 (LOD1), 496 (LOD2)
1 alpha, diffuse, specular map
Planning the UV to share the same texture was trickier than I had thought. I ended up with some noticable ugly seams on the LOD2.
Replies
I should have built something less complex and less detailed.
Is the opacity and transparency map the same as an alpha map?
I have not made a specular map yet. Am I supose to make a specular level map or specular color map?
I'm going to work on the lower res LOD next and hope to get it all done on Saturday night.
Polys: 1997 (LOD1), 496 (LOD2)
1 alpha, diffuse, specular map
Planning the UV to share the same texture was trickier than I had thought. I ended up with some noticable ugly seams on the LOD2.