[size=2]WooHoo! well this one caught fire!
Many thanks for all the reply’s - much appreciated.
The headlight covers. Hmmmm… they have been problematic from the start. They have a gradient map set to incidence angle which should give me the effect I’m after but the fact it has no inner poly’s suggests that this isn’t working. I was reluctant to get too far away from the game-friendly format but I agree they look kinda weird. The far one looks okay but the near cover is practically invisible. I did contemplate a separate pass and then a comp but again this seemed to be detaching it from the original idea. (I know I tweaked it in Photoshop but… oh! well)
Brent Turbo: I take your point about presenting the model in it’s rawest form but those kind of things tend to get ignored in this particular forum. I don’t see nothing wrong with tarting-up a game model for presentation purposes.
As for the maps. Well they may not be on legal texture sheets but they certainly aren’t big! There are a couple of 512x512’s and the rest are smaller and are all game-legal power of 2 so… Remember I have used AA so that may account for everything looking nice and sharp.
chonies: I can’t remember exactly but not that long. I think it was rendered using Monte Carlo set to 3 bounces or something. Enhanced AA. Remember it has < 10k triangles so that helps enormously with render times.
As for the wheels and arches being a bit low. Yep. Totally agree. A major problem with these features as they suck up so many poly’s adding extra detail to them. To smooth them out would have cost another 1-2k triangles if you include the wheels too. Probably still within budget for Project Gotham Racing etc but hey… I liked the idea of doing it in under 10k tri’s.
Regards to all
a.
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