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Old 27-11-2009, 11:04 AM   #11 (permalink)
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That's a lot of detail, good job. Maybe simplify the bolts you've created so it's just one 6 sided cylinder piece instead of 2, that way you'd get a lot of triangles back. You could add some thickness to the fan blades for example, or add a few segments to the cylinder underneat the turbine, the one with the hole at the front. 8 sides is a bit on the low side for something that big. Also, the cone itself can be optimized a lot, it's easily one of the densest pieces in the mesh at the moment. And remember to delete any backfacing polygons such as the bottom of the cone and the bottom of the bolts (if you haven't already )
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Old 27-11-2009, 11:52 AM   #12 (permalink)
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You have quite a bit of detail already, and you still have a good amount of wiggle room. Great job!

If I were you, I'd start working on the hi-res, then come back to the low-res to see what you can and can't get away with. This may help to further optimize your model. Many other artists don't like doing it this way, but I always get good results when I can start seeing what I can hide, and what needs the extra polys for depth. Case in point: Wires usually can be just as smooth with 4 sides and a normal map.

Keep it up!
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Old 27-11-2009, 12:00 PM   #13 (permalink)
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I think there is too much stuff,sure you are counting the tris & not the quads?!

(I done this error last time... )
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Old 27-11-2009, 05:32 PM   #14 (permalink)
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Update



I still have wiggle room, haven't baked yet. I got kind of lucky here, haha.
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Old 27-11-2009, 07:35 PM   #15 (permalink)
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sorry if I insist,but you have splines set for render in viewport with a tickness?!
I said this,becouse in this case they don't be considerated in the tris count,& i have the sensation there is too much poligon in the image...
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Old 27-11-2009, 10:08 PM   #16 (permalink)
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I agree with Marcus Aseth. I don't think the actual "real" triangles count is 2823. You should check the splines as he said.

You also have a lot of Ngons and strange edges o the "turbine head" (edges aren't straights, it looks like Nurbs).
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Old 29-11-2009, 01:55 PM   #17 (permalink)
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Apply a mesh select modifier to everything and you'll get the true triangle count. Splines don't show up in the triangle count unless you add either a mesh/poly select or edit mesh/poly modifier (and some others but those are easiest to write). You might want to do that to make sure you're not over the budget because that is A LOT of detail
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Old 29-11-2009, 02:50 PM   #18 (permalink)
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Aw, lame. I'm use to Cinema 4d, where it counts those polygons. Just easier to use a spline then moving a cylinders verts. Well, this is a bummer, haha.
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Old 29-11-2009, 02:54 PM   #19 (permalink)
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May not be a bad thing, I think all those pipes were making everything a bit too crazy. Perhaps remove a good 3/4 of them and the remaining ones reduce the edge count.
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Old 29-11-2009, 03:42 PM   #20 (permalink)
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I'm cleaning it up right now, thanks for catching this before the deadline. I would be pretty boned then.
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