PDA

View Full Version : Avoiding High Poly


oGLIK
03-28-2009, 05:30 PM
I was assigned the chassis of an Oshkosh M1070 HET as part of a group project. When it came to modeling the exhaust that would sit behind the cab, we came up with a rather 'simple' solution. I would box model the basic shape of the exhaust (ref images to be included below), do several connects, then remove polygons to create the 'holes' in the exhaust. Then, as with all objects that needed it on our model, I would apply a turbosmooth to gain the rounded shape needed in the ports (or holes).

This is the final result that we kept:

http://i194.photobucket.com/albums/z105/Nekzilla/exhaust.jpg


And a full view can be seen here (http://i194.photobucket.com/albums/z105/Nekzilla/exaustlargeview.jpg), with the reference image found at www.primeportal.net (http://data.primeportal.net/transports/don_pics/het_walk/Dsc00885.jpg).

First off, I know an opacity map would have saved a ton of polys in the end, however, we wanted to model all we could as we weren't really restricted on our poly count.

After turning the full project in, I'm now working on cleaning it up and adding more detail where needed (The final project consisted of 3 merged models, being my chassis, Omar Kamel's work on the cab, and Archie Bridges' work on the trailer). The back half of the chassis wasn't visible due to the fact that the trailers hitch covered it almost entirely, thus, details that were not visible in the final model were skimmed over.

I digress...

So, any suggestions on getting something similar to this? I suppose my question would be how to create a 'perforated' design, minus boolean, and save polys.. or would a map just overall be the best choice for anything with this design?

Thanks in advance..


All was created in 3DS Max.

Psyk0
03-28-2009, 06:27 PM
You could probably have modeled this the old fashioned way, same as you would model them holes in gun silencers (or whatever they are called). Also it looks like the reference has a more organized pattern for the holes, yours seem a bit more random, not a big deal i guess.

I think in part 3 he creates a similar model (the holes are much simpler tho) see if you can reproduce the same with that approach:
http://digitalapprentice.net/Community/index.php?option=com_content&task=view&id=67&Itemid=154&mosmsg=Item+successfully+saved.

watti
03-28-2009, 09:32 PM
Texture whit alpha is that an option?

korthuran
03-29-2009, 05:59 PM
Well there is a ton of extra geometry from the smooth. I would suggest to play around with how many iterations you apply (and how many are applied at one time) and to manually remove a lot of the excess. You can probably cut the poly count in half that way.

Paul McLaughlin
03-29-2009, 11:46 PM
It may not be the answer you are looking for, but you can definitely manually delete a lot of the horizontal edge loops.

CGTalk Moderation
03-29-2009, 11:46 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.