blllaaaaaaaaaaaaaaaablaaaaaaaaa bllaaaaaaaaa are any of you guys pro or something mo im bored:(
Dan! Dude your still making sweet m0dels as usual! Great to see you doing some lowpoly work tho
Oh yeah what engine is this for by the way?
As far as this m0del goes tho, I think there is still work to be done to it, remember that faces that will not be seen on a game m0del should be deleted, it might be best…depending on how close you will get to it, for you to use a simple plane for the brakes, because that can be convincing enough. It really depends tho on how close you will get to them, because will probably look just as good when the wheels are spinning.
Optimization is key as well…there are alot of faces on the car that if they are removed wont affect the shape of anything. Its just a matter of welding a vert here and there…and you do know that game engines dont use sub-d right?..unless its something I didnt know about
And since they dont use sub-d…you dont need a perfect quad mesh!!! yay! lol
But anyway im gonna be checking this thread, keep the work coming man!
thanks for the info “the monkey” much appreciated :). yea i think im gona go back and optimize it. i kow it doesnt have to be perfect qauds but editing a mesh when there are tri’s can be a real bitch. about the engine its gona be running on ogre3d. but ive been told to kind of keep the info on it quite, so no more talking about that
lol
thanks for the comments every one 
im making a tutorial on how to make cars! were could i host a zip file. im using a word document at the minute but if i decide to do a proper one ill switch to .pdf. im making this little bit ive done available so people can see and recommend stuff to me. becuase if people cant follow it, it wont be of much use.
max render with mesh smooth.
(smoothing and render done by ekt, thanks
)
Attachments

Max renders making m0dels even more beautiful…sighs…altho it doesnt look like its got mesh smooth on there. It looks like he just went through and added smoothing groups…which would be nice for blender. Nice tho 
WHEN ITS IN DA GAME WILL IT GO REALLY REALLY FAST?!
i dont hate you any more.
Two words: Sa weet
Keep it up
It’s awsome man. I like it VERY much! 
What type of card are you trying to make this runable on? A 64MB? A 128MB?
I don’t know how many poly’s that a 32/64/128MB card can handle.
Don’t forget to convert it to tri’s before exporting it!
we are aiming for geforce 3 cards, i think they had a max of 128 or something but this is only about 4 to 5k’s wich is nothing for modern games. most racing games have about 8k’s. so this should run pretty nice on a low end system. i export into max and it converts it tri’s automatically, well it did when i tried it
lol
i think we could get this to run on a 32 meg card, as long as we dont include advanced features like shaders etc…i was trying out rendermonkey for creating shaders for the games and was wondering if any one knows anything about shaders and could point me in the right direction about them and to some good learning forums or something
Man be carefull about export and importing from blender into max. I did a m35 with 4 different versions…spent about 2 weeeks making and unwraping, imported from blender to max. And that was the start of a nighmare…something happened to the m0del in the export and everytime I tried to redo it…the m0dels ended up horrible. I ended up having to remake the mesh in max because it was so bad, and lets not even start on the unwrap…so just be carefull and make sure your m0del is the way its supposed to be.
As far as the polycount goes…5k seems kind of normal…I made and have seen vehicles for bf2 that are over that, so you should be fine poly count wise. Because bf2 has a bunch of stuff on screen and the vehicles dont slow it down. But then again you do need a larger card to run bf2…
Are we gonna see a finished textured version soon?