Hello all!
This is my first post here at this forum. I have been lurking around for a while and I have been admiring the many great low poly models being shown.
But now I feel I'm ready to show some of my own stuff. I am a noob modeler (hobbyist) and I use Lightwave 3D and Photoshop.
The model I am making is my first complex gamemodel and is a model of the Citro
Replies
I think it looks pretty good so far. I've been thinking about doing an older car like that myself, alot more style than most new cars imo.
I think it needs a back bumper.
Other than that no real crits, texturing is a major point
Looks like there might be a few places that could be optimized and not be noticeable. New games can handle tons of polys but wasting them is useless.
Like the back window, the corners are such a tight radius I wonder if they'd even be noticed in game. Might work as a square, or maybe just one poly for the corner, maybe alpha channel would be best and the window wouldn't have to even be cut out.
I'm curious to know which game you are making it for, if you are using 5k polys for a certain reason. Are most of the cars in that game 5k? Or is it a random number?
Are you working from a source, would be cool to see it also.
Here is the updated model:
The car that I am modeling looks like this:
Hope to hear from you all!
Best regards
Henrik
Now that looking at it the hood could use one edge loop for the curvature like in the pic...know that though you're aiming for a smaller budget you should retain as much shape as possible. Also do the same for the front "skirts" where you have the straight edges, it might have a little problems when you do render.
Perhaps you should clean up the splittings on the window frame too, its kind of messy like the roof on your first post. Prolly take off on loop on the back skirt as well.
Show us the shaded image as well.
I would look at these areas first:
Skirts, way too highpoly when viewed from the side for you to have those quite serious faults when viewed in 3/4 angle from the front like in the photo.
Headlights, fewer segments (weld!) as you get closer to the back.
Top part of the suspension (see picture)
The bar between the suspension, can be 6 sided or less.
The bar between the headlight, can be 4 sided or less.
I would add the tris you have saved in the following areas:
The wheels. Right now they will never shade nicely ingame, I would have spent another couple of hundreds tris each on them to model the round profile of the rubber and the basic rim and then normalmapped the rest.
The hood. Round it out like pliang suggested and add the gently upward curve towards the windshield.
The weird cap over the windshield.
The third window along the side of the car!
Green is where I would save some tris.
Red is representing my confusion about how you have modeled these parts of the car.
Yellow is where I would have add a few loops to help round out the shape.
Here is the update:
And a shaded screenshot:
Still need to add the visor above the windscreen, finish the interior, make the uv-map and finally the texture. So still a long way to go, but I'm getting there thanks to you guys.
Please keep the crits coming
Henrik