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View Full Version : Vehicle: HDS Truck [low-poly/w.i.p.]


heavyness
03-10-2004, 01:22 AM
current w.i.p

http://www.all3ds.udream2.com/3dmodels/current4.jpg

my first attempt at a low-poly vehicle [a 1965 Chevelle SS is next]. first off, how does it look so far? anything not looking right? second, should i weld theses verts....

http://www.all3ds.udream2.com/3dmodels/current3.jpg

...so that the whole front end [circled in red on the top picture] is one smooth pieces for texturing purposes? i could, but then some polys will get stretch.

poly count is around 2000.

i'm doing 2 versions, this one, and then a lower-poly count one [one that would get used in a "game" and another that would be a background prop].

all crits and question are welcomed.

RmachucaA
03-10-2004, 02:39 PM
How many polys is that?

And as for the vertice thing, leave them sparated, it just makes things a lot easier.

And a little suggestion, try to get the front a little cleaner, as is it feels a little messy..... vehicle models dont like twisting lines :-P

pseudoBug
03-11-2004, 02:11 AM
I'd try to fix those wheels, right now it looks like he's got 20inch rims and 205/20/20's or something like that on there. HDS trucks have quite tall and thick tires.

HDS! Commin' thru! I've got a package people!

heavyness
03-11-2004, 05:38 PM
And a little suggestion, try to get the front a little cleaner, as is it feels a little messy..... vehicle models dont like twisting lines

is it more important to have lines of triangles or lower poly count when it comes to game models? while i do know its important to have a clean mesh, does it out weight poly count?

also, i'm going to take the top portion of the truck off [were the roof has the inserts] to cut down the poly count.

thanks so far

squeaky
03-11-2004, 07:14 PM
Ultimately, you want to keep an eye on triangle AND vertex counts. Things like smooth groups, uv splits, and material splits add up over time, increasing your vertex count without visually/perceptibly changing the triangle count.

Also, I don't think RmachucaA was commenting on the number of tris in the front-end, rather the layout (or topology) of the mesh. Specifically, near the hood and fenders where your edge-loops bunch up near the slope at the front. Space those edgeloops out more.

Having a clean/uniform mesh topology will help you most when it comes to shaders/reflections/specular/etc. that rely on smooth surface continuity. A bad topology could cause specular highlights/reflections to pinch or stretch in strange ways. Topology also affects triangle size, which in turn affects rendering performance.

Having a clean topology can also make life easier when laying out your texture flats.

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