Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 06-10-2005 , 04:46 PM
littlelostalien's Avatar
Registered User
Join Date: Jul 2005
Location: Oxford, UK
Posts: 53

My 1st car - a mini

For my 3rd project in Maya I've decided to try modelling a car, and I found a lovely blueprint for a mini cooper. Heres my model so far...

user added image

What do people think? Should I go for an even higher poly count and model the hub caps, and add more detail to the headlights, or save that for texturing?

# 2 06-10-2005 , 07:43 PM
mc-fleury's Avatar
Registered User
Join Date: May 2005
Location: canada
Posts: 914
wow look pretty cool for your first car

# 3 09-10-2005 , 08:38 PM
littlelostalien's Avatar
Registered User
Join Date: Jul 2005
Location: Oxford, UK
Posts: 53
Cheers user added image Here's an update,

user added image

Next step is a reflectivity map and a nice environment texture.

# 4 09-10-2005 , 09:07 PM
mc-fleury's Avatar
Registered User
Join Date: May 2005
Location: canada
Posts: 914
maybe try to smooth it.overall it look good.

# 5 10-10-2005 , 03:03 PM
sspikedudley's Avatar
Subscriber
Join Date: Jun 2004
Location: Nottingham
Posts: 344
I think its low poly, form what Ive seen alien likes game models

# 6 10-10-2005 , 06:50 PM
MattTheMan's Avatar
Registered User
Join Date: Apr 2005
Location: Fairfield, CT
Posts: 2,436

Originally posted by sspikedudley
I think its low poly, form what Ive seen alien likes game models

Yeah, the low poly version, if the polycount is low enough, would make an excellent game model. It would be fun to race in an old Mini :p

# 7 11-10-2005 , 11:06 AM
littlelostalien's Avatar
Registered User
Join Date: Jul 2005
Location: Oxford, UK
Posts: 53
user added image It's actually the highest poly model I've made in Maya so far. It would be good for front end graphics (e.g. a select your car screen in a game) and possibly highest level of detail in game on a really high spec pc.

Anyway, the finished model is here https://www.randomstuff.org.uk/~laura...ni_cooper.html

# 8 11-10-2005 , 11:42 AM
Hellspawnuk's Avatar
Subscriber
Join Date: Feb 2005
Location: Newport, Wales
Posts: 72
Not trying to sound utterly horible, but I don't feel its good enough to be used in a high end game. Its a nice model but it generally has the look of a more low poly model in terms of detail. If you continue working on it I'm sure you can create a REALLY nicely detailed model which could be used in a high graphics game.

# 9 12-10-2005 , 06:01 PM
littlelostalien's Avatar
Registered User
Join Date: Jul 2005
Location: Oxford, UK
Posts: 53
Well, what kind of poly count do high end games use then?

# 10 12-10-2005 , 08:49 PM
Tim_LIVID's Avatar
Subscriber
Join Date: Sep 2003
Location: Harwich, UK
Posts: 1,195
Good question


"You can live for yourself today -- or help build tomorrow for everyone" _LIVID

Optical Minefield
My Blog
# 11 13-10-2005 , 12:55 PM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
I was reading something in 3D world the other day and it said that a current game (cant remember the name) used upto 10,000 polys for the whole car and that the new xbox version will be upping that to 40,000 outside and then 40,000 inside as well.
Dont know whether it's relevant but thought I'd mention it... user added image


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 12 13-10-2005 , 03:15 PM
blomkaal's Avatar
Subscriber
Join Date: May 2004
Location: Denmark
Posts: 816
I agree with Helspawnuk, it's a good model, but it looks a little to edgy. Have you tried softening the normals?

As for your question in your first post, I think you could even slice off a few polys here and there, the grill above the front bumper e.g., and maybe add some of it with a normal map instead, and spend those polys elsewhere. The mirrors could use a couple of more polys to round them a bit.


Liter is French for 'Gimme some ****ing cola before I break vous ****ing lips!"
# 13 13-10-2005 , 05:35 PM
IMG4's Avatar
Subscriber
Join Date: Jul 2004
Location: Québec, Canada
Posts: 43

Originally posted by littlelostalien
Well, what kind of poly count do high end games use then?

heres a Battlefield 2 polycount guide line:
user added image

but in racing game the polycount will be higer because the environment dont need much details


"I have a dream that my four children will one day live in a nation where they will not be judged by the color of their skin but by the content of their character"
- Martin Luther King, Jr.
# 14 14-10-2005 , 09:08 AM
littlelostalien's Avatar
Registered User
Join Date: Jul 2005
Location: Oxford, UK
Posts: 53
Ok, sounds like high poly for games is even higher than I thought :eeek2:. Well the model is 7500 tris at the moment, it would be possible to make models with both higher and lower poly count based on it - add some more polys to the bonnet, wing mirrors, and I'll have a nice high poly version, or get rid of the grill as suggested, and some of the trimmings and go for a lower poly model. Decisions...

# 15 14-10-2005 , 11:45 AM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
I reckon you should add lots of detail as you have a pretty good base model. It'd be nice to see all the edges smoothed off user added image


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads