View Full Version : Vehicle: Ford Focus WRC (low poly)
06-23-2003, 10:17 PM
The car below is a Ford Focus WRC | Martini Racing rally car. I just got 3ds max, and I needed to learn it, so I made this car.
Software: 3dsmax5 and brazil
Completion time: ~11 hours
Poly Count: 9,500 triangles
Please let me know what you think :)
06-23-2003, 10:35 PM
The images aren't coming up for me. Perhaps a direct link? or even some lower sized images put in the thread. I've seen your work before and know that you have quality. I would like to see these.
06-23-2003, 11:05 PM
and a wire :)
06-23-2003, 11:10 PM
I wish I could help you more with the mesh, don't know my lowpoly modeling. The density fo the center of the wheels might be better acheived with textures.
The window gasket is hard to see, and the black arround the windows might be enough to fake it, giving you more polies to smooth out the rims and overhangs (tires are good since they're mostly dark). These seem to be the most obviously faceted. A good alpha map might work too, but ingame they tend to alias.
Great Job! Texutures are nicly done as is the subltle glass shader.
Colin McRae 3 (http://www.codemasters.com/redirect/redirect.php?url=/colinmcrae3/front.php) if you have the time try to ween some tricks.
06-23-2003, 11:23 PM
nice stuff, but i think there is a glitch in the textures as i have pointed out for you here: http://picserver.student.utwente.nl/getpicture.php?id=168692
06-24-2003, 01:36 AM
I believe you have a face that you should fix, I know max automaticly makes tri's but this is somthing that will cuase you grief. There are a ton of ways you can split it up into tri's and quads but something has to be done!!
Also I would like to see a wireframe from the front, you look like you modeled the inside of the lights and the actual lights, you should prolly leave that to textures. You have an insain polycount for this car. You can also save poly's by making the wheel's an alpha mapped texture, but that may not be as important, but for sure lower that areas count.
but ... is this a low poly?
10,000 polys is a tad much for a low poly...
plus, even though u may have a limit of 10k .. i would still remove lots of polys from there cause they are a waste for a lowpoly vehicle..
1. the beveled/3d edge of the windows..it's so thin.. you would rather do that in texture.. save u a bunch of polys right there.
2. the wheels - biggest poly demander.. looks fine more or less, i would still maybe remove one step on the near where it comes to close with the hub cap.
3. the hub cap it self, the star , each star arm is made out of 2 segments left/right of polys... why 2? you could make just 1 and it will prolly look the same as seeing that it looks flat anyway.
another minor thing could be the "black" cover polys you made inside the car and behind the wheels, you could really reduce the polycount there to a very sharp and big edge..no one will notice.
overall, job well done though. doesnt look like a lowpoly car to me anyway..which is good.
06-24-2003, 11:53 AM
this looks good. I could see some problems in the mesh. On the side of the door you could remove the bend shape of edges...
And just to mention colin macrae rally 3 has a poly limit of about 14 000 polys on the cars. They are extremely detailed.
06-24-2003, 06:52 PM
hehe, ok. now its low poly :)
-split up tail light face
-deleted headlights, created plane and textured
-deleted un-needed faces in model
-heavily optimized wheels and wheel wells
it is now: 3,658 triangles
please let me know what you think :D
06-24-2003, 07:04 PM
and the final wire. thanks alot for the help guys! i really appreciate it!
06-24-2003, 07:53 PM
I liked both versions of the model, but good job on the low poly. You and someone who was doing civic - R (shudder) inspired me to start to model my favorite car. Subaru Imprezza WRC (wait for images sometime someplace)
06-24-2003, 08:52 PM
hehe, thanks bitmap! yeah, i dont really like import cars much, but hey, its usually what gets the attention, you know? now i just have to make a game environment for this baby to get dirty in. hopefully it will go on my 2nd reel and help me get a job in games! :thumbsup:
also, does anyone have any idea on how many polys i should allow for the environment? i have no idea what the limit is on rally games like colin mcrae 3
06-24-2003, 10:31 PM
wow, good job slice56, one critique, after optimizing, i bet you could at least try and make the tires and wheels a bit rounder.. no? it adds a lot more to the model when you cant tell where the polys are. Good Job
01-15-2006, 11:00 AM
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