Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
First ... 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14
Making Of 'Next Gen Vehicle Creation'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star half
(3 Votes)
| 157400 Views
| 1 Comments
| Comments 1
Date Added: 9th December 2009
Software used:
Keywords:

As you can see, the wheel doesn't look that good with all the edges set to soft.  The strange shadows visible on the mesh will have an adverse effect on the quality of final lighting with normal maps.  Here are some simple rules that I use when setting up normals:

a. All border edges count as hard edges (not a rule, but a fact to be remembered)

b. For curved continuous surfaces, set the edges as soft (2 and 3 in the image)

c. For angles that have a concave shape, use hard edge (4)

d. For angles that are close to 90o use either soft edge if the edge is facing the camera (5), or hard edge if it is not visible (6)

The last rule is good for objects that do not rotate in the scene.  As always, these rules can be broken as long as the final result is good!

530_tid_image058.jpg
Using the above rules, here is how the wheel looks.  The continuous edges are hard and the dotted line ones are soft.  This view mode can be activated by Shift & right-clicking on the object and selecting Soften/Harden Edge > Toggle Soft Edge Display.

530_tid_image059.jpg
I recommend setting up the normals before optimising the geometry.  This way you can take shading into account when the polygon reduction is done.  As the hard/soft edge setting in reversible, it is easier to change edges from hard to soft, or vice-versa, to reduce the entire mesh with all the edges set to hard only, to realise that once the normals are set, some areas require extra polygons.

Next, some images that show the way the normals are set on the car's body:


530_tid_image060.jpg
530_tid_image061.jpg
530_tid_image062.jpg
If the high-res geometry has intersections, it is preferable that the in-game version has none. Partially occluded polygons will most likely lead to artefacts in the game's engine. Topology has to be redone in certain areas, and fully occluded faces can be deleted to avoid rendering artefacts.

530_tid_image063.jpg




< previous page continued on next page >

 
First... 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14
Related Tutorials

Hard surfaces in Softimage

by Paul H. Paulino
published on 2014-12-09

Keywords: Softimage, Maya, vehicle, sci-fi

rating star fullrating star fullrating star fullrating star fullrating star full (52)
Comments 1 Views 31508

Modeling and Texturing a Classic Fiat 500

by Filippo Veniero
published on 2013-07-29

Keywords: vehicle, car, fiat, 500,

rating star fullrating star fullrating star fullrating star fullrating star half (15)
Comments 2 Views 81651

Modeling and Rendering a Vespa in Blender

by Filippo Veniero
published on 2013-07-02

Keywords: vehicle, vespa, scooter,

rating star fullrating star fullrating star fullrating star halfrating star none (16)
Comments 4 Views 105161

Making of 'Modified Megane'

by Rafael Rubio Muñoz
published on 2009-06-22

Keywords: car, vehicle, race, tire, sport,

rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 114785
Readers Comments (Newest on Top)
avatar
Kontee2449 on Mon, 19 May 2014 4:53am
Thanks, Your tutorial make inspiration for me
Add Your Comment..