as you wish
Anyone in need for a car? I modeled this one the other day but have no personal use for it. I guess I could just finished it up (texture) and put it on the Asset Store
What program did you use to model the car?
Very nice topology btw
its a good car for a simple car game
Wow! that is amazing! I have been trying everyday to do a car but it keeps turning out meh, haha i also noticed you live less than an hour away from me.
Nice one. I really like that design.
What? This is entirely incorrect.
Iād fix it up and put it on the asset store - either free or fee, but the asset store is a good way to distribute it.
Sweet ride.
Yay!
Soo cool.
[quote=āSchlumpfsack, post:21, topic: 482198, username:Schlumpfsackā]
a few ngons or triangles her and there in a mesh isnāt a problem for any modern engine (like Unity). But keep it as less as possible on a mesh.
The main consideration from the hardwareās point of view is whether the data that makes up the asset is continues or fragmented. Breaks in Normals, UVās Vertex colors ect, can all contribute to extra data being created or stopping the flow of the hardware. The same goes for thrashing texture caches by creating data or shaders that sample all over the place rather than in a flowing manner. Working in quads can be helpful to maintain the orientation of the hidden edges. If it is consistent, in theory this will help with Tri-stripping flow and avoid the generation of degenerate vertices. In my experience though, Tri stripping algorithms have a mind of their own and will cross over a well made mesh making a mess of things anyhow.
If the mesh construction is continuous, clean in terms of edge orientation to avoid lighting issues or jagged shapes and has good visible flows for deformation, youāre not doing too badly. Everything else just comes down to personal aesthetic preference and budget constraints.
But they can be quite useful if you ā¦or DX11 powered unity will subdiv your model http://lightwiki.net/mediawiki/images/2/2b/Ngons1.gif
Number 1 rule of organic modelling is DONāT TALK ABOUT ORGANIC MODELLING !
Itās always a good idea to avoid ngons where you can. Break 'em down into quads and tris when youāre done with that part of the mesh.
Otherwise they can cause a world of pain when editing the model and especially passing the objects from one 3D app to another. Itās just generally ācleanerā and good form.
On high poly meshes, sod it. If it works, then itās no problem (this is not the case for base meshes used in sculpting, though - keep them as quads).
It really looks like a future town in the game borderland that was missingā¦ Really coolā¦
Too bad I need much cleaner style - if not I would ask you to do some housing for meā¦
Just a quick modelā¦havenāt modelled anything in a while
Unity Render
Very nice work, your texture work is amazing
Agreed!
Just a personal thingy that Iām doingā¦ not sure if it lead anywhere!
http://dl.dropbox.com/u/11214337/HoverBikes/WebPlayer.html
Body: 406 tris.
Engine: 398 tris.
Wings: 348 tris (x2)
(Iāll take care of the handles and details later)
@dogzerx Very cool, I like it!