so yeah it did work ok, the one subd level gives slightly less chunky effect.using weighted average for the edges did nt work too well as each edge has a slightly different weight ie averaged out - have to do it by angle+ making the required lines as hard edged - you get a nice clean panel line that wayAlso I make a vertex…
so i figured out a similar method where i used the weighted normal techiniques, but combine it with subd level 1. works quite well and is slightly less time consuming than trying to make the low poly look smooth. I will post some WIP on that when get time, but its a promising workflow (for me anyway)
@kanga I am using eevee for some of them , but cycles works pretty much the same apart from I feel the car shader looks nicer in Eevee The jeep and the small green car are done in Eevee, the blue Sportage with cycles I am Using a standard HDRI with either a sun or a largish area light, nothing fancy
Like your work B ) EDIT: If you don't mind me asking - I'm just curious about the workflow, creating these low poly cars especially rounded edges and curved shapes like wheels, light wells or generally other non curvature surfacing/topology whilst also at the same time not incurring usual edge faceting....? I mean how do…
"yeah it was my grandads car" Ah sorry got my wires crossed. "BTW that silver 2007 Yaris in the background my current car " Nice must be fairly economical?! I've got a couple of rides, a 2002 Holden Commodore VX (...an ex-Police unmarked pursuit interceptor) similar in styling and specs to a Vauxhall Vectra 2.5 V6 4 door…
Hey, no probs.It just dawned on me over the last few months that people were using these kind of techniques more and more. It's kind fo fun to be doing low poly modelling again, even had to do some edge turning :/ I started my first car in 2002 and because I could n't make it look good I gave up on it. I am starting to…