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#3 (permalink) |
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Industry Artist
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Cool stuff, looks kinda stylized, i like it =)
You could get rid of those insets on the base and have your normal map take care of that easily or just collapse the bottom verts of the insets and keep the top inset to keep some of the geometry and have the normal map take care of the bottom portion if you need it to stick in.. if you are looking for other ways to optimize it don't forget you could achieve a rounder effect with a normal map and collapsing some edges on your pole.. you could also lower the amount of sides on that cylinder sticking out of pole towards the bottom.. it's hard to tell without a wireframe shot but it looks pretty round. Hope that helps a little Looking forward to seeing more ![]() |
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#4 (permalink) |
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New Member
![]() 31
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wire
thx
![]() here is wire fo lampost. i wanted to make it a bit in cartoony style. ive learnt in a game design, that if sth is not looking round but should be, it means it should has more faces . so thats why the buget is 80poly overpassed , i think it is worth of it but i am not sure in 100% after your post. of course i can make some things more simple but everything i was sure could be optymized i did.bout the insets, i agree, but imho it has maximum only one horizontal cut for eachone, and normalmap will not add that camber effect i want to achieve. i am not sure about that cylinder on the ground. i removed unnecesary verticles with saving round shape. it should be visible in the wire atached, more verticles optimalization probably will cause sharpeness of the geometry and i am affraid of that. but thx. for comment. i will think about that ![]() greetings greg |
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#5 (permalink) |
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Industry Artist
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I didn't mean the base cylinder, I meant that one with the face in the concept on it sticking out of the pole, it seems to be around 10 sides when you can get away with less. There are a few parts on your pole piece that you can optimize and achieve with a normal map. Be sure to keep in mind what the final result with the texture will look like and what you can get away with not being actual geometry. I always think of what I can pull with normal maps while I model to keep my models as efficient as possible. Just suggestions to help get it under the 1000 polys that it needs to be =)
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#10 (permalink) |
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loves polygons
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Looks cool. I really like the model but I think the texture can be improved a lot. It looks a little washed out right now... I think it needs a little more contrast... and could be a little darker. A specular should help a lot too.
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