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| | #2 (permalink) |
| SkoleSlasken ![]() | i dont know much about car's but for me it looks like a good start ;) keep it up
__________________ Det som ikke dreper deg gjør deg stærkere :thumbsup: Norge ![]() Temp Home page: http://quad3d.webs.com |
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| | #4 (permalink) |
| Registered User Join Date: Feb 2005 Location: Venezuela Age: 29
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Rep Power: 0 ![]() | Yeah Kazus, you are right there are some incongruences between different parts meshes and if you don´t tell me I will not notice them so quick. The thing is that I modeled each single part separately, just copyning few polygons from the other, instead of making the whole body and then split it up into pieces. I will work on make them fit and avoid to have that solid look. The light is a simple skylight and I use the oclusion map, the problem is that I range it from bright white so the shiny appearance. Thanks for your comments, I will try to fix it. |
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| | #6 (permalink) |
| Registered User Join Date: Feb 2005 Location: Venezuela Age: 29
Posts: 30
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Thanked 1 Time in 1 Post
Rep Power: 0 ![]() | I removed the wheels and still have about 700'000 polygons! I used to work bad, I think. I set the interations for the turbosmoth down from 3 to 2, and in some place until 1. With this change I only 150'000 polys and the car keep looking equal. Instead of using mirror with instance I added the symetry modifier and lower the amount of part to the half and now I can work without the ugly seam along the mid of the car. I also fixed some problems on the mesh but there is till work to do. I removed the advanced materials and use some default ones to ease modeling. I will be back soon with updates. "See images on next reply" Thanks for your comments and advices!! Last edited by Rage_ele; 04-12-2006 at 11:54 PM.. |
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