I will start this topic by showing a making off to show you my workflow , as it is probably not the usual one used in video game modelling , usually I am working for car industry , mainly proportion models , or production , showcars etc ... which does not use any low poly or typical modelling workflow for video games ^^
So here my first little challenge :
Exterior Speed Modelling [3 days ] : Panoz Avezanno GT4
Info :
The Panoz Avezzano is an American front-engine, rear-drive, V8-powered sports car manufactured in Georgia by Panoz, LLC. Intended for sale both as a road car and as a homologated racing vehicle, the racing-configured Avezzano GT4 was first entered in competition in 2017 in the Pirelli World Challenge, while the street version of the automobile was first offered for sale during the summer of 2017.
Day 1 :
Collecting informations and pictures on the car , to model precisely and have correct proportion , as it is gonna be a speed modeling , in my work we could call that a " proportion " model !
Some technics I am using to improve quality of reflections and curves for the model
by using guidelines and snapping the mesh to the curve to control reflection
Day 2 :
I am using ,often to have a clean reflection in poly-model, some nurb surfaces that I create in Maya to snap my vertex , doing this allows me to make some cut-out , for example for the primer of the windows , in this particular case , I am sure that the reflection with the body/ window would match perfectly
So here my first little challenge :
Exterior Speed Modelling [3 days ] : Panoz Avezanno GT4
Info :
The Panoz Avezzano is an American front-engine, rear-drive, V8-powered sports car manufactured in Georgia by Panoz, LLC. Intended for sale both as a road car and as a homologated racing vehicle, the racing-configured Avezzano GT4 was first entered in competition in 2017 in the Pirelli World Challenge, while the street version of the automobile was first offered for sale during the summer of 2017.
Day 1 :
Collecting informations and pictures on the car , to model precisely and have correct proportion , as it is gonna be a speed modeling , in my work we could call that a " proportion " model !
Some technics I am using to improve quality of reflections and curves for the model
by using guidelines and snapping the mesh to the curve to control reflection
Day 2 :
I am using ,often to have a clean reflection in poly-model, some nurb surfaces that I create in Maya to snap my vertex , doing this allows me to make some cut-out , for example for the primer of the windows , in this particular case , I am sure that the reflection with the body/ window would match perfectly