I've been working on this car for a couple of days. It's for my Unreal mod. I'm planning on using it as a dynamic object that can react to explosions, collisions and stuff like that. At the moment it has abaut 3000 tris. I'd like to know if that's already too much or can I put more detail in it. There's propably going to…
[ QUOTE ] At the moment it has abaut 3000 tris. I'd like to know if that's already too much or can I put more detail in it. There's propably going to be something like 10 cars at the same time in my mod. [/ QUOTE ] I read somewhere that Unreal 3 has a base guide of 15000-16000 tris per character up close, and 5000-6000 in…
I agree that the one wiht the center vertex will work better for low poly models and for UV space, however programs like Zbrush will make a mess out of them and the one on the right will work out better. I usually build both for something that needs a normal map.
[ QUOTE ] I'd recommend arranging the polies on your wheels like that. //edit: and use less than you have now. [/ QUOTE ] While I somewhat agree with that idea, you can save UV space with the first on, and give the wheel some form of curved shape with the center point.
Sounds like a cool prop. I haven't used unreal so I'm not sure what poly counts, ect... you should be aiming for. However I do alot of game models for Doom3 right now, it can handle tons of polys but still fewer is better. With that said i think you should probably optiiize and get it down closer to 1000. the roof (inside…
YOu still have way too many edges on your brakes. Should half the amount at least. If your going to leave that open ( ie. no wheel on it ) then you should add some suspension detail. Kill those edges on the front bumper. Its completely flat. Can't really tell whats going on on the rear window seal. Looks like a lot of…