View Full Version : Motor City .. no reall
SVT_MAN
04-27-2008, 06:32 AM
http://img85.imageshack.us/img85/3870/mcprog41kq6.jpg
http://img404.imageshack.us/img404/389/mcprog02ut8.jpg
http://www.smcars.net/forums/work-progress/23331-motor-city.html
Maybe it's time to recruit his guy :D
Shadow
04-27-2008, 09:44 AM
But, can he do that with a reasonable triangle count? I seriously doubt it, after reading all of his posts on that other site. He was talking about 800,000 triangles for just scenery. The basic idea behind game production and rendering is to keep triangle count low, meaning less detain in the actual model, and to create that detail using textures. I've been away from modelling for too many years, but 800,000 seems pretty extreme. Now, if he could do that scene with 80,000 and make it look almost as good - that might get him a job in the game industry.
I will say - he does have some good skill at creating life-like images.
mcomobboss
04-27-2008, 02:35 PM
WOW thats pretty frikkin COOLLLL i had to dbl take on the 2nd one!! good job !!!
SVT_MAN
04-27-2008, 07:24 PM
But, can he do that with a reasonable triangle count? I seriously doubt it, after reading all of his posts on that other site. He was talking about 800,000 triangles for just scenery. The basic idea behind game production and rendering is to keep triangle count low, meaning less detain in the actual model, and to create that detail using textures. I've been away from modelling for too many years, but 800,000 seems pretty extreme. Now, if he could do that scene with 80,000 and make it look almost as good - that might get him a job in the game industry.
I will say - he does have some good skill at creating life-like images.
I'm actually well aware that this sort of polygon count would be unacceptable since I've done some modelling myself. That said, you can always reduce your polygon count.
[WC]streetrod
04-28-2008, 08:04 PM
Nice stuff.
After viewing all of this guys work...I could see him being a serious asset to the project.
It is very obvious that he is passionate about his work, as he seems to put alot of time into it. Maybe Ken could approach him.
I for one would love to see him as part of the team.
Forever lurking....KRB
Sure as he** blows away my crappy little square box buildings. :trytofly: :laugh:
Sure as he** blows away my crappy little square box buildings. :trytofly: :laugh:
Your lil' square boxes mean more to us than just some young gun and his 800,000 polly count buildings Ayce ;) You do hella ausome work man!
Your lil' square boxes mean more to us than just some young gun and his 800,000 polly count buildings Ayce ;) You do hella ausome work man!
I'll second that!
At least you can make little square box buildings, I can't even make a little square box, cardboard box!
Shadow
05-10-2008, 06:29 AM
I would argue that it is much more difficult to make low-polygon count models that still look good. This is the point I was trying to make earlier in this post. Keep up the good work, Ayce.
Wraith
06-04-2008, 10:28 PM
Well, while this is some excellent work, this level of detail is not uncommon nor is it the best I've seen (just drop by CGsociety to see pictures you probably won't be able to discern from the real thing). What's more interesting is his actual work toward the goal of a virtual city.
While I wouldn't agree that it is more difficult to make low polygon models look good, but instead say that it's apples and oranges. Yes, it is more difficult to make low polygon models look good than high polygon models look good, but it is also more difficult to do high polygon realistic things. So they are different types of modeling.
Terrorv12
07-25-2008, 08:49 AM
Very nice work SVT Man. Ayce you keep up the good work aswell, your work is well appreciated.
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