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#12 (permalink) |
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loves polygons
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You should optimize it. Cut some tris where you don't need them and take out some parts. It's nice that you have so much detail there... but maybe you can make the one that is inside from simple planes and alpha textures.
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| The Following User Says Thank You to andrei313 For This Useful Post: |
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#20 (permalink) |
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Artist
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I really don't think your original was unsalvageable. You could save a lot of geometry by using intersecting meshes, especially if you intersected the ribs with the top/bottom rails. Making a unified mesh is very unnecessary on most mechanical models and usually significantly inflates your polygon count higher than it has to be.
Additionally if you don't like modifying models after you have attached all of the pieces to a single object then you might consider improving your workflow so that you have multiple files to go back to. Furthermore you really don't need to collapse geometry into 1 object for mechanical items. It's something you generally only need on meshes that need to be weighted together for skeletal animation. Not trying to rail on mistakes here, I just liked your original model a lot more. |
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