I had done a model of a Yamaha R6 a while back and was pretty satisfied with it. I have gotten positive comments from people on forums who like it, but where saying that the geometry was weird. I went back to the model, which has a horrendous amount of unnecessary detail (this was back when I was first learning 3D modeling). I took the bike apart, piece by piece, and optimized the edge flow and poly count. The original tri count was around 61K, now it's down to 14.3K...and also looks better :). I wasn't happy enough, yet, so I imported it into Unreal and created a custom carpaint shader, because most car paints seen in FPS games aren't the best. Here's the shading network I developed:
I would like to maybe use this model in a level or have it as a custom vehicle, but I don't think I want to get into that yet.
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