Audi R18 [in progress]

Discussion in 'Vehicles' started by tommy86, Jun 14, 2012.

  1. tommy86

    tommy86 Registered

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  2. ethone

    ethone Registered

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    Welcome back and good luck with your model! :)
     
  3. Ferrari64

    Ferrari64 Registered

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    great to see you back :) looking forward
     
  4. FONismo

    FONismo Registered

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    Respect Tommy for admitting too it and starting a fresh scratch built model. Looking forward to seeing it mature :)
     
  5. Tosch

    Tosch Registered

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    You have my respect and best wishes for your project.:)
     
  6. GTClub_wajdi

    GTClub_wajdi Registered

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    great to see you again!
     
  7. tommy86

    tommy86 Registered

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    Body shape is almost done, I'm start adding cut in it and details. A back view ;)

    View attachment 2922

    And a front one :

    EDIT: i made something wrong with the upload, I think :confused: fix it at lunch.
     
    Last edited by a moderator: Jun 25, 2012
    1 person likes this.
  8. Tuttle

    Tuttle Technical Art Director - Env Lead

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    Happy to see a very positive reaction here.

    Nice work.

    I just suggest you to avoid as much as possible tris solutions instead quads...and if you have a quad remove the tris edge from it.

    I see a lot of possible tris to quad solution, especially in the flat vertical shark wing...so, if you want, you can try to resolve the mesh with quads and maybe with tris just for angles and curves...

    BTW...keep it up. ;)
     
  9. tommy86

    tommy86 Registered

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    Thanks for reply Tuttle :) Need to cleanup a bit more so ;)
     
  10. Magzire

    Magzire Registered

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    good stuff tommy
     
  11. tommy86

    tommy86 Registered

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  12. Ferrari64

    Ferrari64 Registered

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    Nice one. It would be great if I could meet you in ICQ ;)
     
  13. GutZ

    GutZ Registered

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    This is my first post here at the forum but i folowed some treads here and this one included, you have here good work made m8 for sure, good effort however you still have alot more work to do adding smooth curves and details to considered done, depending of the details desired at the end obviously but your model has potential for more details, pay special atentioon the edge flow on the conection of headlight to body, you need better poly flow to provide good smooth effect and i would conect the wheel arches to that part that conects the wheel arch to the nose, if i were you!
     
  14. K Szczech

    K Szczech Registered

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    Is this how the floor is supposed to look like?

    [​IMG]

    Many of other areas of this model feel similar - very "freehand drawn" :)

    In general it looks ok, but I suspect there will be places where lighting and reflection may have some issues due to tesselation or uneven curves.
     
  15. tommy86

    tommy86 Registered

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    Thanks for tips K, i forget to post the updated body side, with both a smooth and wire model :

    View attachment 2993
    View attachment 2994

    I'm trying to use less polys as possible, and make a final subdivide to refine mesh. Is it a good process?
     
  16. ethone

    ethone Registered

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    I think he meant the angles you had in there. They don't seem to be there in your latest shots.
    Does the real car have this kind of three stepped bottom? It also seems fairly high. Is the bottomplate still missing or does it simply look like that and I just never noticed?
     
  17. Tuttle

    Tuttle Technical Art Director - Env Lead

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    Subdivision for what? :) Maybe you're talking about mesh smoothing...and the answer is nope. It isn't a good process, as you'll get a lot of useless auto-generated polygons around the car. You need to choose where and how apply more polygons, in those areas that are more bumpy or "squared"...

    If you want to use mesh smooth I suggest you to apply it just for specific areas, where you need a smoothest surface...:)

    PS: yep...the bottom looks weird for me to...a lot of steps..
     
  18. mianiak

    mianiak Registered

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    I second that, you don't want subdivide anything just for the sake of subdividing.


    If you look at the smooth pic at the rear side, you can see shading(shadows) in there from the smoothing, that area is flat yes? if so, you do not need those extra edges in there, same with the front side. Those extra edges you might think make it better, but infact they cause anomalies with the mesh and make it look worse. Anything that is flat only needs 1 face. It might look flat and plain in max, but once you add the spec and bump map to it in game it will have more life. This is getting back to a comment I made earlier, once you get to know how the game engine works, it becomes easier to build cars that work well with the engine.
     
  19. tommy86

    tommy86 Registered

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    View attachment 2995

    Looking at this side image, it seems all perfectly horizontal, and i know there is a bottom carbon part still missing :)

    As I'm not modelling using 3dsmax, i'm not referring to meshsmooth, but to a manual subdivide, especially on round body parts.
     
  20. mianiak

    mianiak Registered

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    This is what you want to achieve. This is all 1 smoothing group, notice how I did the corners?
     

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