
It's headed for a game, as I said, but yeah, the poly limits are really frustrating.
( ,
Sat 13 Aug 2005, 16:45,
archived)

what most people don't tell you is there is a wonderful thing called normal angle (i think). It determins how the light reflects off a face. With a high number it treats a face and the surrounding faces as a smooth surface rather than several jaged faces.
What looks pants on 0degrees looks really fantastic when you bump the angle to anything above 70ish.
This model has a lot of smoothing but only about 3000 polys


( ,
Sat 13 Aug 2005, 16:48,
archived)
What looks pants on 0degrees looks really fantastic when you bump the angle to anything above 70ish.
This model has a lot of smoothing but only about 3000 polys



Generally I try to get the car as smooth as is possible so it can use a generic algorythm and look good otherwise import/export becomes a nightmare as other programs mess around with points. Most of the polys go on the tyres, the steering wheel and the most nightmarishly hard thing to model low poly style, the exhaust branches.
( ,
Sat 13 Aug 2005, 16:51,
archived)

so that's why I stick to my lovely friend, maya.
( ,
Sat 13 Aug 2005, 16:53,
archived)