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Author   Topic : "pod racer garage [critz][WIP]"
dd
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Joined: 09 Nov 2000
Posts: 69
Location: uk

PostPosted: Tue May 08, 2001 10:21 am     Reply with quote
hi there
web page

wat do you all think

i still have to tweak the lights and add some more objects and tweak the textures

the poly count is 2495748 so far

:-)
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DarkStarAngel
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Joined: 07 May 2001
Posts: 24
Location: Netherlands

PostPosted: Tue May 08, 2001 10:45 am     Reply with quote
Hey DD from maxforums
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natec
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Joined: 08 Aug 2000
Posts: 121
Location: encinitas, ca, USA

PostPosted: Tue May 08, 2001 1:57 pm     Reply with quote
ok,

looks like a good start...I'd re-do the lighting, its extremly flat right now...it'd make a HUGE difference...

also 2.5 million polys? thats REALLY excessive for what you have rendered...even if its to be at a much higher rez...

its hard to say just from one rendering, but there is probably a ton of stuff that could be done to lower your poly count. Are you going to get super close to ALL of this stuff?? You can get away with a ton in texture and lighting...take advantage of it and use the polys where necessary...

Is the chain in the background the same as the one in the foreground? I used to model stuff as close to real as I could without considering the fact that alot of things just don't need that much detail...do test renders of the objects you're making at the size and rez they will be used. Its a waste to have 150 polys crammed into an area that only renders out to 1 pixel, ya know??


-n www.clowar.com
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anticz
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Joined: 08 May 2000
Posts: 285
Location: San Diego, CA, USA

PostPosted: Tue May 08, 2001 2:03 pm     Reply with quote
Hi DD,
Good start, I like the content. The comments I have are mostly on the technical execution and a few art direction choices you've made. First, 2.5 milion polys is excesivly high for what I see rendered. There really isn't that much going on in there. I'd say get this thing down to 150K max (yes, I know this isn't for real time). Next, your lighting is very flat and even and all the lights look white. Small pockets of light are better. You need some contrast and color. Hope these comments help.
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Loki
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Joined: 12 Jan 2000
Posts: 1321
Location: Wellington, New Zealand

PostPosted: Tue May 08, 2001 2:24 pm     Reply with quote
Heya!

Modelling looks fine - texturing too, but I would recommend the rigorous use of spec-maps, since they work nice with highlights.

Lighting: this is a problem I see with many renders - lighting overkill. Now, I don't know if you're done with lighting it yet - but it would be nice to see some more contrast. Some more dark corners. The exit at the end of the garage leads outside? Then it'd be cool to see some light coming in from the outside. Also - I dunno if you do, but use decay on all the lightsources in the garage - with that you'll avoid sauce-ing the whole scene with the lighting.

Very neat though - can't wait til it's complete!! Rock on ...!

Cheers,

Loki
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dd
member


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Joined: 09 Nov 2000
Posts: 69
Location: uk

PostPosted: Tue May 08, 2001 11:06 pm     Reply with quote
hi darkstarangel
hope u dont mind me posting here

wat do u think of the pic btw
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dd
member


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Joined: 09 Nov 2000
Posts: 69
Location: uk

PostPosted: Tue May 08, 2001 11:37 pm     Reply with quote
hi there and thanks for the good points raised here
the lighting is going to get sorted out
as for the high poly count , well one i have no budget
two my machine can handle it
three it will become an animation so every thing that is so heavely modeled needs to be
i cant wait either to see it finished

thanks again m8s
:-)
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