![]() This is where control loops result in nice shading without needing to bevel the edge, again saving polygons. No "hard" edge is actually hard in real life (or you'd cut yourself on it). These are edgeloops that don't change the shape or silhouette, but make the lighting/smoothing look correct. For hard edges, add control edgeloops on either side. Try to be efficient, maintaining a somewhat grid-like flow of polygons across the model. ![]() When that's complete and accurate, add more edgeloops to smooth out the model. Model the basic shell of the vehicle (roughly) first. ![]() Thus, it's good to save polygons whenever possible and use normal maps instead for things like panel gap bevels and underbody details like cutouts, structural members, and bolts.įor large panels, though, a minimal amount is necessary a flat plate like a large old hood or trunk can be made with only a few polygons one has to have some control loops around areas that could bend when the JBeam is deformed. Every vertex that has to be mapped to the JBeam skeleton takes computing power. There's a balance here not just between graphical quality and performance, but also computational performance. ![]()
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