Ultra Low Poly SU Cars !!!!
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I've always had a bit of an ongoing personal project of getting really high quality cars at the lowest processing cost (low poly count, high render quality)! And I think I've finally cracked it!
Although as you can see I've still got a fair way to go this is just the progress so far! Please only consider the side of the car the rest is not mapped with high res images as yet. Rendered in maxwell with only one material.
This project has tested to the maximum all my skills in mapping in SU, photoshop skills and maxwell studio and materials..
I'm after feedback and sorry don't want to give too much away on how I have come up with the hellish process for these as after years and years of coming up with new techniques in SU I think I've finally found something I might be able to sell on as a bit of a hobby!
And today I really sat down and worked it all out!!!! I'll post some later work soon!
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Looks really nice, Richard! What would be the poly count (and the file size) of this beauty? (Just to be able to give a "real" feedback). Also I'd wonder what would be the file size without the texture (just as a comparison).
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@gaieus said:
Looks really nice, Richard! What would be the poly count (and the file size) of this beauty? (Just to be able to give a "real" feedback). Also I'd wonder what would be the file size without the texture (just as a comparison).
Mate the car weighs in at about 4000 entities and nude 500k, textured 600k! So mate I think fairly light!
Like i did witth my previous low poly sketch cars I'll make common components of the interior, break disks etc which aren't shown in the model above!
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So you mean no matter what "kind" of cares they are, they will share the same (less important and apparent) components like chairs and such? Good idea! This way even though they count for about 500-600 kb each, when using more of them in a model, the bytage won't add up in reality.
(Or have I misunderstood something?)
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@gaieus said:
So you mean no matter what "kind" of cares they are, they will share the same (less important and apparent) components like chairs and such? Good idea! This way even though they count for about 500-600 kb each, when using more of them in a model, the bytage won't add up in reality.
(Or have I misunderstood something?)
Exactly i did this with my low poly cars, in those all the wheels, interior etc were all the same component just scaled to suit and the model size using multiple new cars onlt went up marginally.
Hmm actually thinking about it dam it won't work withou introducing new materials - what I wanted was only one material needed and one object per car, bugger! hmmmm? a rethink!
I have achieved a way with weight mapping in maxwell with hi poly that all cars in the scene can be done on one map and all cars together in the scene are one onject in maxwell.
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Yeah, I did this with a whole Gothic town: I used one eight of a gothic vault as a components and re-used / scaled it to fit any of the churches (six of them). The whole town model came out pretty small: under 7 Mb (with plants and bells and whistles).
The scale tool is so powerful but people often forget about its advantages.
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@gaieus said:
Yeah, I did this with a whole Gothic town: I used one eight of a gothic vault as a components and re-used / scaled it to fit any of the churches (six of them). The whole town model came out pretty small: under 7 Mb (with plants and bells and whistles).
i didnt know that, thanks Gaieus. enlightened!
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Mate I think I use the scale tool more than any other tool in SU! Seriously!
I've pleaded with the @last guys throught various beta tests to improve the functionality of the scale tool. my biggest wish is for non scaling textures and non scaling components ie: a window where the frame can be made of non scaling (user defines no scaling axis), then when the window is scaled the components of the frame stay the same in the thicknesses bu their length changes. I can see SO MANY uses for this like a garden bed of non scaling plants that could be scaled to fit its place but the plants themselves don't scale!
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Yeah, definitely, this can now only be done by editing the component but then it scales all entities. A workaround could be to use subcomponents which you can scale from outside of their entities while leaving others the original size. Of course you'd need to make the parent component unique but the inside geometry could remain the same.
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