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  1. #1
    CG Cars Junior Member
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    Join Date: Jan 2010
    Posts: 3

    lowpoly/nextgen polycount

    Hi!

    I gues this is not the correct place to post this question, but I hope you can help me.
    In the past I was practicing how to create highpoly cars and render them, but now I am planing to do some lowpoly.
    So:
    Is there any polycount cap for cars in nexgen racing games?
    I have read that granturismo cars have about 100k polys, but thats unbelievable for me.

    And also:
    Are there any strict rules for textures, like diffuse, normal etc. (like organic modeling)

    And is there a suggested software I can test the car what I have made?

    Thx in advance


  2. #2
    CG Cars Member
    Autodesk 3D Studio Max Mental Ray
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    Join Date: Dec 2005
    Location: UK
    Posts: 1,407
    Images: 7
    forza 3 cars - the ones you see in photo mode and replays are 200k+ polies. But the model used for when racing is under 40k.
    C U R R E N T__P R O J E C T S
    [
    T A 2 2]


  3. #3
    CG Cars Junior Member
    Autodesk 3D Studio Max Chaosgroup V-Ray
    Status : Offline
    Join Date: Feb 2006
    Location: Finland
    Posts: 9
    Click here to enlarge Originally Posted by mucsiattila Click here to enlarge
    And is there a suggested software I can test the car what I have made?
    If you are using 3D Studio Max or Maya you can use Xoliuls viewport shader -> http://www.laurenscorijn.com/viewportshader

    Check his articles, theres video showing how you can use it.

    If you don't have 3DSM you can try Marmoset Toolbag, it has trial so you can try it for free ->http://www.8monkeylabs.com/

    As for textures, you can of course use normals, specular etc.


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