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View Full Version : Volkswagen Microbus - Needsome guidance


JuddWack
05-04-2007, 07:48 PM
I'm making a microbus here and I don't have much experience with vehicle modeling. I want this to be pretty high poly, but I'm not going to bother with functional doors and opening windows etc. Also I'm totally staying away from Normal maps because it really bogs my system down. The inside will have very little modeling, only whats necesary to make it look complete in renders.

Here are a few of my concerns:

1- My edge loops. I'm having trouble getting nice flowing edge loops. The top was quickly filled in before doing this just so I'd have something there, but even still I'm not sure what kind of pattern it should make. Also I feel like some portions, (around the headilights, windows, etc) need a lot of polys but other areas need very little. Some edge loops I added just to break up large polys, make it light better and help the smoothing. Is this ok?

2- Having decent looking headlights in the renders. Since my polycount is high and I'll be having large texture maps for color bump and spec I want to make sure that this portion is done properly.

3- Smoothing groups. If I have a nice high poly vehicle should I be able to apply one smoothing group to the whole model and have it look right? I don't know if it is worth the polycount to bevel all those edges that seperate the current smoothing groups.

http://img155.imageshack.us/img155/9155/microbusrender01oa8.jpg

http://img117.imageshack.us/img117/7236/microbusrender02rf1.jpg

Thanks

dizzyone
05-04-2007, 09:15 PM
If you're going for a high poly model you might consider converting it to subd, instead of having that many edges, when you do decide to make it a subd you can delete almost all those edges and only use them to define the shape and 3 edges to change direction, as in a sharp edge.

JuddWack
05-05-2007, 08:44 PM
Thanks man, didn't even think of that! I'll give it a shot.

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