View Full Version : Vehicle: Lamborghini Murcielago R-GT
nalhcal 03-09-2004, 10:03 AM This is a version of the car I really like. I spent a few hours removing polygons from my high poly model, and adding the features of the R-GT. I want to keep it under 2000 polys total and so far it is going well.
http://img14.photobucket.com/albums/v43/nalhcal/2.jpg
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eMPeck
03-09-2004, 10:17 AM
You are counting polys or triangles? If your model is an editable poly, polygon counter will always count polygons (n-gons) not triangles.
But it is very good model.
nalhcal
03-09-2004, 10:26 AM
Ohh damn, I converted it to an editable mesh, and it went to almost 4000. :( Now I understand a little bit more. :)
eMPeck
03-09-2004, 11:28 AM
http://www.juantwo.com/ - go to scripts section and download EPolyCounter and unzip it into MAXROOT/Ui/MacroScripts (make a backup of old one - and after installing it press '7' (not on numpad) - it will show You actual tri-face/edge/vertex count directly in viewport
RmachucaA
03-09-2004, 01:36 PM
Looks good, apart for the rims.. imho it looks like the car belongs to a pimp with those wheels.
nalhcal
03-11-2004, 04:25 AM
Started to unwrap.
http://img14.photobucket.com/albums/v43/nalhcal/body.jpg
Multimediaman
03-11-2004, 05:38 AM
easiest way to tell true tri count: start a render, pause it in the middle of the render, then scroll down in the render status window that came up and it should give a face count...
what exactly is the part below the tire in the unwrapped area? is that the tire tread? if so, you might want to reconsider how you've mapped it out... the best way is to have a square or rectangular texture that would repeat for each polygon in the tire, that way you have more detail in the tread since you don't have to have such a small area of the map dedicated to the tread... plus, the way you've got it now if that's the tread, it would be somewhat stretched on the tire, plus you've got an awkward map real estate as a result of the shape of the tire
nalhcal
03-11-2004, 08:31 AM
Multimediaman, yes that is the tire tread. I never thought of repeating the texture, I am new to texturing, so all information is good. :)
I understand about how things are layed out, its just that I can't really make the main parts (top and side) of the car any bigger, and I wanted to keep the front and back parts the same size, because the car is mostly carbon fiber, and that texture would probably be difficult to do.
How would you arrange it better?
Thanks.
Multimediaman
03-11-2004, 11:27 AM
well, Rockstar North with its Grand Theft Auto games has pretty much got car mapping down perfectly if you ask me... so I will advise you based on methods that are somewhat similar to how they would do it...
but basically pictures speak a thousand words, so here's my theory on vehicular mapping... some might hate it, some might love it, take what you want from it
right now each map on here is just a square map... you'd just uvw map the stuff and unwrap it and place it on the map in the right place... but as for building the entire car out, unless there are specific details in the car, such as extrordinarily special
this technique will by no means work for any car that has decals such as a nascar or something like that...
anyway yea ...
http://www.forumsigs.com/users/multimediaman226/texturestuff.jpg
amola2k
03-20-2004, 06:34 PM
wow !
soo coool !! lamborghinis rule !!
Cheers
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