Very nice. But you keep posting screenshots from the same angle. I'm curious on the other side! Or isn't that relevant duo it's purpose? Edit: Also, the tires look very thin.. one layer of 2side polygons?
I removed the edge loops..im still optimizing this..my question is: this polygon I have circled will have a slight twist to it since one edge is approx. 25 degrees and the opposite edge is 45 degrees, is this okay?
I was wondering before suggesting some additional advice on optimising your project, is how far will you develop this automotive polygonal model? For example are you thinking about adding reflective materials or is this solely a modelling exercise?
Ok. I have one more question. What way is better : creating first high poly model then reduce number of polygons, or creating first low poly, then copy model and creating high poly model?
The auto topo works as a good starting point but you did not use it that well. You should have defined edge loops through out the body as well so you would get a better flow of polygons.
Wow, looks awesome. Don't have much to say in terms of critique, I'm not a great analyst. Though the lens looks like it could use some more polygons, which has already been brought up.
It looks pretty nice, but could we see some wireframes? At the moment, your texture needs more wear and you silhouette could use a little more geometry, it's looking very polygonal especially on the top corners
Well. Don't make it to late. I'm only here for a short while. I wanna get in on the action and be all "Yo polycounter! SUP!?, What ya think about those blender-guys? " and talk polygons and stuff.
done some tweaking 4800 polys clean version will be too, i plan to make officer's cape and replace signs by placing additional polygon with alpha, where signs will be easy changed thank u guys for help
Even if you were to make 1 long triangle strip, you'd still only have 254 triangles. Doesn't sound like a feasible amount of polygons for a game. (except maybe Battlezone but that doesn't need normalmaps)