Hello
everyone, Here is a
quick brief of what I am doing, I am making a car model to be put into a video
game as an interactive vehicle for FPS. The model is designed for AAA game
standards to which detail is a must and at the moment I am making it as a high
poly mesh for texture baking methods. So here
is the problem, I…
Perhaps having the geometry intersect is the way to go. On the car's main body door frame area you could model a cavity for the door's outer panel to fit into when it pivots. Or Maybe pull the frame out a little bit and push the bulky part of the door forward a little bit. Or use longer hinges. It's probably ok to fudge…
First of all you should be aware that AAA racing games, such as Project Cars, Assetto Corsa, Forza, NFS, GTA V and even the latest Asphalt games do not use baked normal maps for the car surface. Instead they use custom vertex normals. Here you can see some examples of some great AAA vehicle artists for…
I have been looking at the GTA 5 Dodge Charger to gain
insight on how they modelled it and it does resemble of what you have been
talking about meshes colliding. I try and adapt this when getting into over
complicated designs. Thank you for the help. I have redone the shape of the car
and door as I replied to lluc21,…
Thank you very much for the insight on how AAA companies
produce these models with fluent topology. I was thinking that the outside of
the exterior might need to be altered to achieve what I need. I have done
a few testers with thinning out the side of the car as well as the doors, you
very correct that the thickness of…