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Thread: WIP Low Poly Models for a mod/game project

  1. #1
    Member Johnathan's Avatar
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    WIP Low Poly Models for a mod/game project

    Part of this little mod/game I'm putting together based on a novel I'm writing... Obviously supposed to be a low polygon model the Monte Carlo tops out at 560 polys without the wheels (those are like 1200, but I'm just putting them there...)
    It's my second model of a vehicle. I'm trying to find some good images of a Chevy Avalanche but on that note:

    http://img.photobucket.com/albums/v1...nteRender2.jpg

    http://img.photobucket.com/albums/v1...nteRender1.jpg

    Just a throw together texture... don't pay any attention :s
    http://img.photobucket.com/albums/v1...Render3LoL.jpg

    and a couple weapons. . .

    Vindicator Shotgun
    360 Polys
    http://img.photobucket.com/albums/v1...Vindicator.jpg

    Firecat 60MM Portabable mortar system:
    400ish polys
    http://img.photobucket.com/albums/v1...CatRender2.jpg
    http://img.photobucket.com/albums/v1...CatRender1.jpg

    Going to start doing some buildings fairly soon but I was looking for some feedback if anyone would spare me a couple seconds :p

    Thanks in advance
    Johnathan, the archetype Front Line Medic

  2. #2
    Member Johnathan's Avatar
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    Just got the avalanche done, need to make the 6 wheel version and weapon mounts but I need a little sleep :p

    http://img.photobucket.com/albums/v1...heRender03.jpg
    http://img.photobucket.com/albums/v1...heRender02.jpg
    http://img.photobucket.com/albums/v1...heRender01.jpg

    So far I'm doin this for the UT2004 engine, however due to the angle (a 3/4ths style camera) I figured there'd be no reason to go crazy on poly count... Still, any suggestions are welcome...

    Oh, the Avalanche is a 480 poly frame, 1000 polys for the (temporary) wheels....
    Johnathan, the archetype Front Line Medic

  3. #3
    Member Johnathan's Avatar
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    Johnathan, the archetype Front Line Medic

  4. #4
    Member Moses2k's Avatar
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    I do.

  5. #5
    Member Johnathan's Avatar
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    Nothn? :/
    Oh well...
    I haven't triangulated these yet but I'll see what I can do about killing the poly count.

    Working on the weapons for the game right now, should be done this evening.
    I'm trying to do the characters and weapons so I can use them for the selection/armory screens I have planned.

    http://img.photobucket.com/albums/v1.../FA50Promo.jpg

    http://img.photobucket.com/albums/v1...50Render01.jpg

    http://img.photobucket.com/albums/v1...50Render02.jpg
    Johnathan, the archetype Front Line Medic

  6. #6
    Member Carth's Avatar
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    Nice work
    I think I can love you
    Let's facwe the future together

  7. #7
    Hm. The feel I get from all your models is that you're using too many polygons for those small details that might just as well be done with textures... while at the same time trying to save polygons by taking them out of all the big curves.

    End result being overall boxy model with lots of occasional jagged poke-my-eye-out spots.

    Then again, I know next to nothing about modeling.
    Ah, to be a hero. Keeping such company...

  8. #8
    Member Johnathan's Avatar
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    This is what I've been waiting for, thank you DQ...

    I'll be re-modeling these soon with that in mind. Thanks again ^^;;
    Johnathan, the archetype Front Line Medic

  9. #9
    Member Sniper 1's Avatar
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    it looks like you need some smoothing groups too - there is some funky shading going on in your renders.

    Though it saves polies, not having everything connected (for instance the butt and all its connected pieces) might play havoc with your lighting as well.

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