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# 1 23-10-2013 , 05:35 PM
Skalman's Avatar
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Join Date: Apr 2012
Posts: 293

Adding details to model without enough polygons?

So i got this model, im not sure if i can call it a low polygon model, thats not really what i'm aiming for. but the polygons are way to big for me to get into theese small details like the gaps (where the diffrent part of the car is, for example the hood, or the door-gaps). And my question is, how can i do this the most effective and smart way, without getting tons of polygons everywhere.

im thinking

1. Smoothing the mesh out and getting that detail there
problem: too many polygons around the model

2. Painting in mudbox
problem: too many polygons

3. Displacement at the material
problem: i have never done this before except for in Cinema 4d, and there's a big risk of messing up. I got no clue how to do this

4. Creating a mesh that indicates theese gaps, and use this mesh as a boolean difference
problem: topology problem, hard edges (?)

Right now i kinda feel like going for option 4. But i dont know, what do you guys think i should do?


Rendered model with lights + AO set up:

user added image

Wireframe:

user added image

Reference (side):

user added image


Thanks

Skalman


20 year old guy from Sweden



Big Bob Marley fan
Love skateboarding
Maya, Mudbox and Photoshop user

Full name: Marcus Ralman


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