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2011 Dodge Charger R/T Max Police

Carrythxd
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Spidereon's 2011 Dodge Charger R/T Max Police

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Unreasonably high poly. KCS guys believe cramming more polys in a model makes it HQ. Common misconception between civil community modders.

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A high polygon count does allow the modeler to create more detailed vehicles as there's more to shape, it can be compared to building a circular structure using eight ten foot planks versus building a circular structure with sixteen five foot planks.

 

Granted, it's no good if the modeler can't work with the high number of polygons, but it does allow him/her to make it more detailed.

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A high polygon count does allow the modeler to create more detailed vehicles as there's more to shape, it can be compared to building a circular structure using eight ten foot planks versus building a circular structure with sixteen five foot planks.

 

Granted, it's no good if the modeler can't work with the high number of polygons, but it does allow him/her to make it more detailed.

 

I guess you aren't aware of the existence of displacement/normal/bump maps and/or their advantages, then? Take an Forza car model and an EA car model and compare them. EA model will have less polys and still will deliver the same LOD as its Forza counterpart (leaving apart the graphic settings of both games). Yes, a high number of polys make a good space for high detailing, but its an inevitable truth that the same can be done with low polys. Higher number of polys never always lead to a highly detailed/accurate model. Its the modeler's skill which does. And it will, even with a low polygon count.

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