Friday, June 26, 2009

1975 Fiat 127

Here is the 3d Model of the car I'll be using in the scene. It took me a few hours to model up. I wanted to keep it low poly and create all the detail through texturing techniques. I know I could model up a 10k poly car but this project is more for learning how to texture correctly and efficiently.

842 Polys


I've included the wireframe in hopes that if there is anything wrong with the geometry which could lead to difficulties in texturing that you would be able to spot them. The model is unwrapped right now but I'm going to wait on texturing until I know that everything is ready.

3 comments:

  1. Good start on the car. I'd love to see the UV Unwrapping on it... if you can post that that would be great so I can take a look at it.

    Looking good for low-res, but I really think you need to throw more polys on it. 842 for a car is almost PS2 gen, if not PS1 gen (unless you're planning to have 100 of these on screen at once), so don't be stingy and bring that model up to at least 4k - 5k polys. Remember, since it's one of the bigger objects in the scene, its going to get a lot of attention, so you want to make sure it'll be one of the more prettier props in the enviro. Spend more polys on the roof line to smooth it out, and make sure to spend some polys to create shapes for the front of the car for the grill and lights, as well as the hubcaps for the wheels. A texture itself probably won't be enough to support the illusion. Also the tires are looking a bit thin, so you might want to beef em up a bit.

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  2. Oh man, I love spending polys. I'll get on that very soon.

    I do have a general question about poly limits. I know it varies with each platform but as for right now on current systems what is the general rule of thumb for poly limit? Especialy for scene assets?

    I read so many differnt ideas on the internet but I never see anything that is concrete.

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  3. Well, for a scene like yours, for current get consoles (PS3, x360), you could be pushing between 120,000 to 170,00 polys. Alot of other factors come into play in order to maintain framerate (special fx in the scene, how many characters on screen, fog, depth of field, all the post fx filters, etc.), but in general, those numbers are a good baseline.

    For example, a scene with no normal or parallax maps can push many more polys than scenes with, but for your project, we obviously don't want to do that.

    Poly limits for scene assets varies. You have to ask yourself these questions:

    1. How close will player/camera get to the prop?
    -If the camera can get really close to it, you probably want it to have high texture resolution and high mesh resolution. Vice versa for things far away.

    2. Is this a focal area of the scene?
    If its a marquee prop, say a huge statue in the middle of a room, you want to spend your polys and textures there and make sure that it looks really good because that is where people are going to look at.

    3. How big is this object relative to the rest of the scene?

    If its a small toy next to a car, don't spend too much time/polys/textures on it.

    One things I cannot STRESS enough, and this happens with everyone when they first start out, is to keep a CONSISTENT pixel resolution on EVERYTHING. We keep a tight rule here at work: 256 pixels for every 2 meters. That was the look remains consistent, especially for the environment. We only make exception for marquee peices. Plan for this now, and it will save you alot of heartache later. Use one texture grid to make sure your pixel resolutions match across the scene.

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