Audi A5 Model


#1

Hello! This is my second time modeling a vehicle, but I’d really love some critiques. i feel like the polycount is way high (nearly 8k) and I’m not sure how to go about lowering it. I have clusters of edge loops where I connect pieces… is there a more efficient way to do this?
This was made entirely in Maya, with some of the textures in Photoshop.

Some general questions:
Is there a more efficient way to go about UVs? I feel like I spend hours only to get a sloppy result.
What’s the best way to make nice creases without adding too many polygons?

Thanks :smiley:


#2

is this hi poly model to me smoothed out for rendering or low poly model for games?

Red: you have way too much edge loops, add this much density of edge loops only when you need sharp edges of model, or extra detail, not just that you waste polygons, but you add sharpness on parts that you want round, that will make them bumpy because it is hard to handle such poly density to make nice round shapes

Green: you lack some edge loops to add more roundness to model (very important in low poly), also try to make polygons as square as possible avoiding diamond polys as much as possible, you have some extremely stretched rectangles in model, that are not acceptable by any means. long rectangles are acceptable in support edges for hi poly, or specific details, not in the middle of flat part of door

Orange: really avoid adding vertex with three or five edges coming out of it on critical corners of model, for example you have rally important sharp corner over the wheel, and that multi edge vertex will do no good to shape

For low poly games, triangles are acceptable check this, the flat surfaces have a bit less poly density and round surfaces have higher poly density 4edged vertex used on sharp corners of model

For hi poly

check how regular poligon sizes are, how edge loops flow and how are polygons mostly quads.

Also dont be scared to go for higher poly if you need, my ferrari has over 5 million poly and i havent even started to work on interior


#3

Yah Cars need even distributed topology. Like Winside shared. Any way it look way better with a good topology


#4

Thank you so much for such a thorough response! This is supposed to be a relatively low poly model for a game. For the red areas you circled, the poly loops are like that in order to connect to smaller details - like the window panes and such. Should I tie these off with tris so that the edge loop doesn’t go all the way around? Or how do you recommend fixing this?
Also, thanks a lot for providing the images you did - really cool to see how those people handled their polys. I’m still pretty new to all this and trying to get the hang of it like you awesome people :smiley:


#5

Hi there, what do you mean by good topology? I don’t quite understand. Thanks for your help!!


#6

dont cut off those edges with triangles, and dont loop around it there is too much dense loops, instead try to reroute them like this https://vimeo.com/9146369


#7

You need to even space (regular and square shape) your polygons so visually we can look at a more simple topology: like revois shared.

There is a lot of dense polygons areas near the center where the boths doors meet, don’t really need those


#8

Wow! Extremely helpful video, thank you so much for being so kind as to share that! I feel like I’m learning so much from this conversation. I will definitely give that a try :slight_smile: