Thanks Dur23, haven't seen you on PC for a while :) Forgot to mention that I do not put bevel on everything, mainly the visually interesting areas and the bevels only have 1 level
look forward to seeing the Tiger revamp,since you are a proper hard surface modeller :) the good thing with uv mapping the bevels is that blender does a reasonable job of it and IMHO Eevee does a great job with car/shiny shaders . There are plenty of procedural approaches for the camo pattern , using 'object 'rather than…
the Hyundai Ioniq comes in at 10,000 tris, just removing the bevels bring that down to 5,000 tris, so that could be good for a single LOD then run that through the decimate modfier for a second
cheers man, learned quite bit the last few days, ie varying the bevel size more, not being so heavy handed overall Now I have got the technique down I can focus more on the reference
forgot to mention that the bevel modifier has a tick box called 'harden normals' in the shading section but it does not always work as planned generally ok though
started another car. Basically these are all the cars I made orignally, but upscaled with bevels etcyou can see where I have added the details so far - sanyong Korando
getting around the problem with adding panels to low poly meshes using edge split, soldify and bevel. So of course this technique is non destructive. lots of tutorials on this on You Tube
since most of the technique involves the bevel modifier, you could just remove it for a basic LOD, which would be replaced by sharp edges to keep the same look from a distance
@sacboi so its a bit tricky at times, but in involved using weighted normals modifier in blender. Also you can use face normal strength, so where there is a bevel, get rid of the hard edges and set the bevel face strength to weak, the bigger faces to strong. I will dig out the tutorial on you tube, but its a pretty cool…