Do not work with high poly when you should be blocking out the car.
Do not connect everything it’s alright for some things to be floaters. It creates unnecessary geometry that you do not need and creates necessary pinching.
Show topology in your breakdowns so we can critique you more, because “oh it looks good” or “oh it looks bad” isn’t gonna make you better.
Used techniques learnt this year in my Game Design course at uni to make better 3D clothes! Used 3DS max to make the shirt model (basically exported the roblox figure, duplicated the parts then made them slightly bigger and added holes, then unwrapped them) and took the model into 3D-Coat and painted this. The graphic was a placeholder for a proper varsity font in Photoshop:
I am working on a game on Roblox called “Video Knowledge” that is coming soon! Its like netflix but instead it has 3 minute Roblox story animations. I am waiting for the Video Feature to come out to complete this game.
My latest update to the Left 2 Die rehaul has been the addition of a console system. Currently you are able to bind and unbind keys and UserInputTypes to a variety of actions. As well as a reset to default command. In the future I’d like to work on more complex commands to do things the source engine has.
My team and I have been grinding away on our wild west game for the egg hunt and just a general update/rework.
We reworked the entire map, and added a couple new biomes as an expansion to it. We’re now 3/4ths of the way done, with the last being the large desert+canyons region - still locked.
We’re pretty proud of it so far The game is finally starting to come together , and now we’ll be focusing on optimizations and turning it into an actual game and less of a pointless PVP shooter with exploration and limited roleplay elements.
Here are some cool screenshots I took showing some of the stuff we just worked on
I didn’t make the car, don’t like this thinking that I made the car, this is a reply
Your topology looks very dense for what should be the beginning stages of a car. With this complex geometry, it will be hard to manipulate faces in a smooth way. I will attach an image showing you what is ideal.
I found this image showing ideal topology minus the support loops.
A “blockout” is a common term in the 3D modeling pipeline. In a blockout, you make a more or less low poly representation of your final product and refine from there. In my experience and a lot of other people’s, art is a series of waves of refinements and tweaking. You can’t go full detail like you are now with this dense geometry, it will make your high poly mesh unusable.
Don’t be afraid of restarting to fix your topology, especially because this is one of your first cars. Unless this is for a project, I think that that would benefit you the most because it will be very hard to fix this topology manually.
Here is one of my favorite videos that got me into car modelling:
This guy goes into super depth and explains every step of the process, and he goes very slow. I really hope that you consider what I said.
Thanks a lot for the reply it’ll definitely help me in my work from now on, especially the blockout idea.
For this car I will finish it off keeping the tips in mind and try to maintain a lower polygon/triangle count by dissolving/deleting some of them but for my next car I will use the blockout method
Honestly with the limited amount of tutorials and videos on cinema 4d modelling/ techniques it’s hard to know what I am doing right or wrong
I was working on my upcoming new VR game’s terrain, then realized the terrain looked like Johnny Bravo (Or Josuke) from on top…Such a weird coincidence.
I got VR physics based head and camera movement in roomscale. It uses align positions and align orientations to move the camera with physics. This is probably how Boneworks does their camera movement(with some major changes for a actual body.