Hello everyone! i want to show you my first huge project - BMW M3 E46, you know, it's one of my favorite car) This i got after 3 days of hell's work) main body is near complete, other will be later (don't mind about that horrible sectors, i'm just learning for now)), i model it by separate parts as it real is
This looks like a subsurfed model, which in game-terms just creates unnecessary polys, I suggest deleting some of those edge-loops. The model will work much better in-game if you get the poly-count down. But the model looks great and you have a nice poly flow, so I'd say you've done a good job.
Can we see an unsubsurfed mesh? something tells me it's rather messy, and subsurfing will never save a rough mesh
Definately too may polygons if you delete some you can put more details,now it kinda looks messy but it has potential. But anyways its only 3 days so it looks good so far
can anyone tell what subsurface modifier is? I've been trying to model by extruding shapes, knife tool, and edge loop.
As long as you're sensible about it and clean it up post-application (removing unneeded edge loops, etc) it's a very efficient way to create a good, clean model. Despite what some say, there is nothing wrong with using it and it won't result in a messy model that doesn't perform well if you know how to use it. It's just a different technique, and people should be able to make models in whatever way they feel comfortable with.
i wholly agree with this, as long as what comes out is good, it's good. the end however, you shouldn't come to rely on it. Nothing will never substitute good modelling skill
Yeah, it's rather many polygons in there for now, but i use TurboSmooth for temporary, so don't worry, final version will be less poly)
Eh you shouldn't rely on modifiers that much. The only modifier i can wholly recommend you almost always use is mirorring, and maybe edge split/turbosmooth to find rough spots in the model or simply guage where you stand and not have to keep marking edges and smoothing groups the whole time
This is exactly what i do) i just applied smoothing for those parts, which have some bad triangles and/or looks very low-poly (fortunately it's only 3 details) so i have much less polygons for now than i showed to you guys) So, main body is complete, as you can see it's now only 7k polys and its no Smoothing at all)
If smoothing works in 3ds the same way that it does in blender, you really shouldn't touch it at all, i've never had it do me any good whatsoever, all it does is lumpify your model
I already killed all smoothing) also i need to make test convert into Torque to see exact correctness)
Don't mind on that numbers in thread start, they were testing, i just forgot to remove it while making screenshot)
Oh, my bad. 9k polys is still pretty good for a car body, it leaves plenty of room for details, interior, etc.