Hey all!
A long time ago I modeled this “lowpoly” car. The model has 12117 Faces (without driver). I don’t want to make complex backgrounds for the scene because the car was built for racegames.


Hey all!
A long time ago I modeled this “lowpoly” car. The model has 12117 Faces (without driver). I don’t want to make complex backgrounds for the scene because the car was built for racegames.


I love it can you reccomend to someone who inspires to build a car like that for their portfolio how you did like did you use patchs or polys with the cut tool
Alex
I know other carmodels which have more than 15000 Faces. They are working without any probs in different game engines. So I call gamemodels with less than 15000 Faces lowpoly. In the game “World Racing” I drove a Nissan Skyline with around 18000 Faces. Very smooth with high framerates.
For “lowpoly” models I don’t use “editable patch”. The BMW was built with splines and surface modifier. Another possibility is boxmodeling. Extrude and bevel new polygons.
Here is a newer version of this model. The polycount amounts to 13395 Faces.





nice model but did u really have to use that type of spolier? that car just seems to beautiful for that type.
and may i ask how many 15,000 Poly cars where on the screen at the same time? a full field? just you? theres a reason for 10k poly limits in general, or even lower, so dont make assumptions like that.
Appart from that nice model, i enjoy the original model so much more then the blasphemy of modifications you have on the second.
There were 5 other opponents on the road in a world with an amazing long sight. The race engine of “World Racing” was created to handle a very high polycount. And there are some more modern race engines which can process this high number of polys. I try to make an ingame screenshot with all 5 opponents
(maybe a small video
).
Hm, the tuning parts
. I like these parts. I also like GT-wings
. But this is purely a matter of taste. So I don’t like carbon optic at all
.
Thanks for your comments.
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