I’m a 3D hard surface modeler specializing in creating highly detailed models for games. What sets me apart is my choice of software—Rhino. While Rhino is typically known for its precision in CAD and NURBS modeling, I’ve pushed its capabilities to the limits by using it for polygonal modeling, which is quite unusual in the gaming industry.
Over the years, I’ve crafted numerous cars using Rhino, fine-tuning every detail to create models that are both visually stunning and optimized for game engines. The unique combination of Rhino’s powerful toolset and my experience allows me to bring a fresh perspective to 3D modeling for games.
Stay tuned for more updates on my latest projects, and feel free to check out some of the cars I’ve modeled below latest one being Toyota GR010 modeled for a gaming simulator.
Trick is i build them straight up from polygons with splines. So that is where i immediately do the "optimization. Like this fictional f1 i made 2021 for rfactor2.
yeah idk sounds like using degree 1 polylines as degree 3 splines or something
while Rhino is yet to have super duper awesome mesh tools, at least you can convert quads n’ stuff more easily now and use awesome tools like subd, remeshers, and shrinkwrap.
I look forward to these tools getting better and better over time.
I’ve definitely seen some mind blowing plugins. I’ll try to find one on my mind brb.
This might have been what I was trying to remember, but didn’t seem to find the thread.
Not really just that …mean you can use poly lines approaches like for an older car with less references and make basically a line shape of the car and then do the polygons… in general i use wide range of stuff also depends what you are working on …I dont use subdivision at all and remeh remeshers do not really work for what games really need, some stuff maybe but usually i get best results with hand laying the splines with extruding edges and choosing a desired mesh flow etc etc