• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

GTA Car W.I.P.

Status
Not open for further replies.

TDR

TDR

Level 18
Joined
Sep 26, 2004
Messages
1,543
eek...that looks really messed up. The topology must be criminal. Please post a wireframe view, as big as you can (just screen capture your viewport with edged faces turned on) so I can give you more specific advice.

Oh, and these new gen games have insane polycounts, my guess would be around 20.000 - 50.000 for a car in GTA4.
 
Level 15
Joined
Jun 10, 2007
Messages
389
would be around 20.000 - 50.000 for a car in GTA4.
Thats good. After I smooth everything with 1 Iteration its about 21,000.

I've changed it a bit since the last pic. Heres the wire frame. Before smoothing. I'd think you'd want to see what it looks like before smoothing.
Car.jpg
 

TDR

TDR

Level 18
Joined
Sep 26, 2004
Messages
1,543
yes, of course before smoothing.

K, now first of all that car is really ugly design-wise. Try making a real car before coming up with your own design. This is very ugly, doesn't have any nice flows nor shapes, no nice silhouette and it's very disproportionate.

And about modeling, well it's obvious you don't even know the basics of high poly modeling. The first and most important rule of all is to keep all your polygons quads! Triangles and ngons mess up the mesh big time, like you can see.
Secondly, you must have nice, streamline flows of polygons all around your mesh, not catastrophic crashes like you have above the wheels. Those areas are absolutely terrible, they're just a random pile of triangles and ngons.
Keep your distances between polygons equal in order to obtain a nice smooth mesh! The closer 2 edges are to each other, the sharper that edge will be. Have this in mind when you want to define sharp edges, but unify the distances between polygons otherwise.

Yeah, so you basically have to heavily reconsider the design and to celan up your mesh, remember, you must have only quads! You can hide triangles and whatnot in areas you won't see. Also there may be situations in which triangles or ngons don't affect smoothing at all, but they're rare. If it doesn't bother, leave it. If it does, like in your case, remove it.
 
Level 15
Joined
Jun 10, 2007
Messages
389
Thanks, I was wondering how to make them sharp edges. I thought triangles and quads were ok. But thats only for low poly ok I see. Make real car. I like to make up my own models tho. It wouldn't be so fun to just copy something. But I see what your saying. I'll try and clean this up, wouldn't want to trash it. Good thing you didn't see the bottom of the floor inside the car. lol. You'd really be like wtf then.

Wow, looks pretty nice, but from my experience windshields usually aren't solid gray...
It doesnt have material its just any random color i want it for now.
 
Level 7
Joined
Jul 20, 2008
Messages
70
Best thing to do from my standing point, would be to scrap this version of the model, but rebuild it from a new object, building around the already done mesh you have.

That way you merely have to "trace" the shape, but keep it all quads. Like TDR said already, occasionally a triangle or 2 in a model won't hurt. You really get into trouble when you have more than one next to each other. Smoothing doesn't know how to calculate how to difference the points to counter.

Keep it all quads, NEVER more than 4 points ever on a polygon. If you have to, simply make another cut down the side of the car.

When you smooth, the model should look like a semi-dense spider-web mesh. If some areas of the car are higher in density than the other, you might have a problem when it comes to importing.

It would be a lot of work to clean that model up right, that's why my recommendation is what it is. Good luck.
 
Level 15
Joined
Jun 10, 2007
Messages
389

TDR

TDR

Level 18
Joined
Sep 26, 2004
Messages
1,543
heh, unfortunately the render is terrible...if you could give me your max scene, I'll show you how to get a proper render for that thing. I'll give the scene back to you and explain what I did. But also tell me what version of max you're using.
 
Level 15
Joined
Jun 10, 2007
Messages
389
Off topic: Removed it, Metal Gear Solid 4 is so damn good that I have to make a random praise on the internet. Only reason I came here is because im stuck on vamp, so I check thread before I give it another go. MGS4 IS BEST GAME EVER!!! maybe. For now at least. There's still FF13 and God of War3 that can beat it! I might even be so enthused as to make a MGS4 crappy sig!
 
Status
Not open for further replies.
Top