Old (#1)
Hello,

I made a HP of a Honda CRV 2012 a few months ago (see my website http://www.clarkcoots.com for HP renders) and wanted to make a LP. I'm pretty unfamiliar with the specs of a LP car model. I've read it can range from half a million tris in the newest Forza type racing games, and can go as low 15k tris or lower I'm sure. It's really one of those assets that depends on what game it is for. It's currently sitting at 20K tris. Would love any feedback as to what a good poly count might be, where I can add more polys or optimze current geometry.

Another question I have is how to texture. I figured most of the exterior can be defined by some material shader rather than texturing no? I'll still need UVs for everything for my normal maps. So would it be wise to have 2 UV sets? 1 that has all material only parts (metal, glass, mirror) and will eventually only use a normal map and cube map. And the 2nd UV set for parts that need a Diffuse, Spec, Normal like the dashboard, seats, etc. One problem I see is there are some parts like a Honda logo and license plate on the back of the car thats in the HP but will be baked into the normal map for LP. This would cause problems with the material only shaders. The exterior would have a metal shader but then the Honda logo on the back would have the same shader but needs to be chrome. Is it possible to use a Mask or something have have 1 shader that uses 2 materials chrome and exterior metal...? I might be over thinking all of this... ahh. Is the material only method a good idea? If so I might have to go back and re-model the Honda logo and license plate so I have separate geometry to define different materials.

My output will either be Marmoset or Cry Engine 3... possibly UDK if I get some ideas on shader set up. really any advice would be helpful, thanks!



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http://www.clarkcoots.com