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2021 Toyota Yaris GR finished.

Started by Jaguara, Jan 07, 2026, 4:07 AM

Jaguara

Here are the low poly wheels, could go down a little bit more.


Will think of a way to cram the textures into one.
You can find my previous conversions in the backup site: nfs-cars.com


pete9516

Quote from: Jaguara on Jan 27, 2026,  7:10 AMHere are the low poly wheels, could go down a little bit more.


Will think of a way to cram the textures into one.
You can find my previous conversions in the backup site: nfs-cars.com


I can't find anything on nfs-cars.com about your name. Why do you want to crop the rims? As far as i'm concerned, the whole car only has about 7000 polygons right? This would fit perfect for nfs4 at least. But i also think that this polycount works for nfs3. You only have to be careful which 3D renderer you use

Cooya!

unfortunately it already had almost 14.000 polys on this picture:

https://imgur.com/efWRhWS

...and it was still missing the seats and some more detail. I am afraid that giving it some ugly 2d rims is not enough to bring it to older nfs games. :/

Jaguara

The 2D rims with alpha channel would fit into the style of NFS 3 and 4. They also support 10k-11k poly cars if I remember correctly, well not in full grid maybe. I'll cut down the poligones and compromise on details.

pete9516

Quote from: Cooya! on Jan 27, 2026,  8:53 AMunfortunately it already had almost 14.000 polys on this picture:

https://imgur.com/efWRhWS

...and it was still missing the seats and some more detail. I am afraid that giving it some ugly 2d rims is not enough to bring it to older nfs games. :/
I'm a little bit confused. If "faces" are not polygons, what is it then? Because in Zanoza Modeler 1.07b faces are polygons. And yes the polycount should not exceed about 13.000 polygons, else the game would start lagging on a full grid race

pete9516

Quote from: Jaguara on Jan 27, 2026,  1:21 PMThe 2D rims with alpha channel would fit into the style of NFS 3 and 4. They also support 10k-11k poly cars if I remember correctly, well not in full grid maybe. I'll cut down the poligones and compromise on details.
There's even 1 truck from baardk which exceeds the 20k polygons, but it will cause your game to lag. Best maximum limit is about 15.000 or even lower. People who are using bad renderers can't even stand a chance with a polygon count of 8.000 or higher

AJ_Lethal

Quote from: pete9516 on Jan 27, 2026,  1:24 PM
Quote from: Cooya! on Jan 27, 2026,  8:53 AMunfortunately it already had almost 14.000 polys on this picture:

https://imgur.com/efWRhWS

...and it was still missing the seats and some more detail. I am afraid that giving it some ugly 2d rims is not enough to bring it to older nfs games. :/
I'm a little bit confused. If "faces" are not polygons, what is it then? Because in Zanoza Modeler 1.07b faces are polygons. And yes the polycount should not exceed about 13.000 polygons, else the game would start lagging on a full grid race
Blender uses both quad (faces) and triangular (tris) polygons.

Cooya!

#22
in ZMod every polygon is a triangle and therefore a face = tris. That is how the NFS4-engine works aswell..
in Blender the counted polygons (faces) are normally a square and the program automatically breaks every square into 2 triangles that's why the the tris-count is pretty much double the count of the faces. Unfortunately for NFS4 everything counts in tris.

Putting on these 2d rims to save some polies will not work this way I am afraid... if you work with alpha channels to simulate empty spaces between the spokes it will look very (!) rugged as you have to fit ALL (!!!) textures used for the whole car - including interior, undercarriage, rims, etc.. - ever texture you use... on 1 (ONE!!!) 256x256 texmap. You can use a 512x512 texmap aswell but since the VEG-patch will probably never get finished the game will automatically shrink the texture down to 256x256 and that does always look worse than using 256 from the start. The car relies much to much on beautiful textures to ever look good in NFS4 and it is never a good idea to save polies where you see it all the time like on the rims. delete some almost invisible interior details instead.

Butch

#23
To reduce the size of these rims will pay off. You can make decent 3D wheels with 300 triangles.

Without seeing the internal mesh, it's difficult to know what can be saved in the :OC part, but in my experience, going below 8000 triangles seems perfectly feasible without a significant loss of quality.

Alternatively, to save a lot of space on textures, the two-pixel color gradient technique (thank you Madman) can save a significant amount of space.

See Matra p29 concept.
"The way I see it, if you're gonna build a time machine into a car, why not do it with some style?"
NFS4 from scratch:
- 42 classic cars with dashboard
- 17 concept or unique cars
- 11 cars with agentMulder, Madman_nfs and Mr.X

Jaguara

I simplified the sidewall. Will replace the modeled bolts with texture and will cut some poly strips on the body where I went a bit overboard with.
Thank you for your feedback, all.