Mr Whippy
08-07-2003, 12:17 AM
Hiya, thought I'd post this picture here and see what people think since it's getting nearly complete.
It's designed to be used in a PC game, with no defined polygonal limits, but obviously lower is better. Currently, the body as it's seen is 5250 polygons, but the wheels are just temporary and will be optimised further.
The wheel and tyre have two 256x256 textures, one being 32 bit for the alpha channel, which defines the spokes of the alloy. The other 24 bit.
The main body uses a 1024x1024, although looks just as good for game use with it reduced to 512x512 pixels in 24 bit.
An interior will be done eventually, but I'm concentrating on the exterior more than anything for now. But for game use, external views would look best with a GT3 type interior, so just a basic layout matte effect. A full interior would be done later when I have adequate reference.
What I am mainly concerned about on the exterior is the definition and pronunciation of the wheel arches. A real M3 is quite curvaceous where the arches meet the body, and having a sharp edge (like the front one) looks awfull if you compare it to a real life photo.
I think the arches are a trademark of the M3, and so would it be better to utilise the extensive texture I have already allocated to try shade the arches more, to define the curve, or to add another row of polygons to bring the shape out.
Obviously, being my first proper model of a car for game purposes, I want to learn the best ways to do things, and to really keep an eye on polygon limits and texture sizes... not going over board since I have no boundaries theoretically.
Thanks for any criticisms or comments :)
Seya
Dave
http://www.btinternet.com/~crabnet/data/meshmod02.jpg
It's designed to be used in a PC game, with no defined polygonal limits, but obviously lower is better. Currently, the body as it's seen is 5250 polygons, but the wheels are just temporary and will be optimised further.
The wheel and tyre have two 256x256 textures, one being 32 bit for the alpha channel, which defines the spokes of the alloy. The other 24 bit.
The main body uses a 1024x1024, although looks just as good for game use with it reduced to 512x512 pixels in 24 bit.
An interior will be done eventually, but I'm concentrating on the exterior more than anything for now. But for game use, external views would look best with a GT3 type interior, so just a basic layout matte effect. A full interior would be done later when I have adequate reference.
What I am mainly concerned about on the exterior is the definition and pronunciation of the wheel arches. A real M3 is quite curvaceous where the arches meet the body, and having a sharp edge (like the front one) looks awfull if you compare it to a real life photo.
I think the arches are a trademark of the M3, and so would it be better to utilise the extensive texture I have already allocated to try shade the arches more, to define the curve, or to add another row of polygons to bring the shape out.
Obviously, being my first proper model of a car for game purposes, I want to learn the best ways to do things, and to really keep an eye on polygon limits and texture sizes... not going over board since I have no boundaries theoretically.
Thanks for any criticisms or comments :)
Seya
Dave
http://www.btinternet.com/~crabnet/data/meshmod02.jpg
