View Full Version : Honda S2000
08-01-2006, 09:22 PM
This is my latest wip.
Currently sitting a bit heavy at around 18k tris.
08-02-2006, 12:32 PM
Looks like a great mesh! I dont think 18k is too heavy these days. Dont forget the ProjectGotham 80k per car numbers. 40k exterior, 40k interior I read, so depends on your intented platform. Keep it around 18k or maybe think of using normal maps, as some guy just posted on here. Looks great tho! Keep it up! :thumbsup:
08-02-2006, 12:35 PM
Yeh I know in the grand scheme of next gen 18k is very little, but this is going into the OGRE engine so i've been allocated around 15 - 20k but im gonna look to push it as much as I can to see what sort of counts I can use for my racing project.
This car is also going to be used for damage physics tests so I need a fairly dense mesh for decent results anyway. I'm leaning very strongly to around 15 - 20k with a mighty normal thrown on top, we'll see.
08-02-2006, 12:58 PM
Aah well if it has engine restrictions you have to do it lower then :) I would maybe think about any tricks you could do with the wheels, leaving the body as much as you can.. damage sounds great tho! Be good to see in engine.
08-03-2006, 10:41 AM
nice polyflow but i really think half of the polies can be removed without losing detail.
08-06-2006, 08:16 PM
Got the door done. Probably a bit high but meh.
08-11-2006, 01:26 AM
im a noob and am modeling the same car.... how do you get so many edges and cuts with out the meshsmooth getting all bumpy?
08-11-2006, 10:08 PM
geestring (http://forums.cgsociety.org/member.php?u=227107), he's not meshsmooth this model, he model that way.
insane model man, keep the good work vbmenu_register("postmenu_3775774", true);
08-11-2006, 10:36 PM
BaH...it's a honda..would look the same if using 500 polys.... :)
Very nice work...if game related though i would care not a jot about the door detail...Think about it...how many players are actually gonna be concerned if you have made the inside of the doors right...none...zero...zip..nada...not a single games player will care how cool your door handle is or for that matter if the door lock system is correct to with the nearest CM... so..forget about the inside of the doors :)...only annal game artist wannabes will ever mention that your door handle is not correct for the 2005 Honda S2000....:)
08-12-2006, 01:30 AM
kaylon: PGR3 has some extremely detailed interiors that take up half the entire car's tri count. If he's aiming for those specs, he shouldn't have a problem.
Give us some smoothing groups in your next update, Teddy!
08-12-2006, 01:39 AM
and the cost to make a "good" game rises...
The model looks rather nice, I havent gotten a chance to play PGR on a 360 yet but the screens I've seen were insane...
I like the detail so far, personaly some of that flat stuf would have been better as normal maps but it looks good :D
08-12-2006, 05:05 PM
It's looking nice so far, but i would agree with some others (especially if you are facing a poly limit) in using a normal map for some of the flatter details. for example the gas cap could be done with a normal map and in the end with a nice texture and normal map you wouldn't be able to tell unless you saw the wireframe.
08-12-2006, 05:22 PM
Its nice im interested in how you are going to texture it especially the paint because i have a few cars i want to do texture myself so i need to find out how, cant wait to see your finished! :thumbsup:
08-14-2006, 04:33 PM
i realize that its not meshsmoothed... but i meant when yoo do use smoothing. which he will right? How do you keep every straight and aligned properly so there are no bumps etc?
09-02-2006, 12:09 AM
My crappy interiors done.
09-02-2006, 12:35 AM
Looks good, can we have a smooth shaded view?
Also, the A-pillar seams to be to thin, this is a common mistake while doing cars, people always do the pillars to thin.
09-10-2006, 10:51 PM
Normal maps almost done.
09-10-2006, 10:51 PM
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