View Full Version : Vehicle: Thugs Ride
07-17-2005, 07:36 PM
I started a basic project today, I miss modelling as I didn't model for about a month. therefore I am starting with a vehicle. Its going to be a thugs car, I'll do some concept sketch later.
In the meantime, I done a wheel & rim
here it is:
tell me what you think, I think I'm gonna edit the rims again
1000 tris for a tire? and the hub cap is still planar??
sorry but those chamfered adges on the side are a total polywaste
07-17-2005, 07:43 PM
oh man, I knew poly count would be a problem, 4 wheels would equal up to a 4k+.
what if the wheel comes up to 400 tris
07-18-2005, 07:49 PM
alright, I re-modeled the wheel, poly count is way less than before, re-textured my model too
check it out
The alloy wheel did not turn out as I expected, I have the UV layout, so the problem can be solved later
07-18-2005, 08:27 PM
not bad, much better than the first, it looks good on the car. You may want to make the M blend a little better though, it looks kind of pasted on at this point. some better highlights would probably help that!
07-18-2005, 08:52 PM
Yeah, i think it would be better if the M was the same material as the rim, id even try it out as a spinner, but thats just me :D
07-19-2005, 08:26 PM
heres an update, the body + wheels = 1982 tris (946 faces)
the car, is my version of Honda Integra Type R, probably 2002 but this one is convertable
still got some more to do, especially the light area, but I believe I am geting better :)
07-20-2005, 01:38 PM
you guys don't like the update? :buttrock: poor meeeee
07-20-2005, 01:42 PM
for a game car you'll need to remove all the vertical lines on the side
the mesh is way to dense, and the smooth errors on the front need fixing
the overal shape seems to be pretty accurate though
07-21-2005, 08:06 PM
ok, heres a cool shot, I started doing inside of the car, also tried to do a little manipulation on the edges, still gotta do the headlights anyway check it yourself
07-21-2005, 08:06 PM
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