Home 3D Art Showcase & Critiques
The BRAWL² Tournament Challenge has been announced!

It starts May 12, and ends Oct 17. Let's see what you got!

https://polycount.com/discussion/237047/the-brawl²-tournament

Light tactical vehical

Hello everyone,

This is a light tactical Vehical created as a practice project.
The asset is made for real-time / game use.

Modeled in Maya.

Feedback and critiques are welcome.

Replies

  • Eric Chadwick
    The asset looks nice.

    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?
  • okidoki
    Offline / Send Message
    okidoki interpolator
    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 ?).



  • nilbika
    okidoki said:
    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.

  • nilbika
    The asset looks nice.

    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.

    Thanks again for taking a look.

  • okidoki
    Offline / Send Message
    okidoki interpolator
    You might be more precise about what you write in the future..  because :
    The asset is made for real-time / game use.
    :tongue:

Sign In or Register to comment.