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chiaroscuro — Slab Wire

Published: 2009-05-05 01:17:54 +0000 UTC; Views: 2881; Favourites: 9; Downloads: 108
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Description This is a wireframe view of the slab model I uploaded a few days ago. This was my first go at destruction modeling using normal mapping, so the poly count is much higher than it should be. Right now its 9000 tris, but I believe I could get it down around 3000 without much quality loss knowing what I know now. 3 x 2048 maps

-N
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Comments: 16

Affet-kak [2010-11-17 21:40:54 +0000 UTC]

nice work!
destruction would be difficult to model!

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SiathLinux [2009-05-06 02:46:11 +0000 UTC]

If you used quads instead of tris you'd reduce by 1/2 the number of faces, and after an optimization of quads you'd reduce by at least 2/3rds..

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chiaroscuro In reply to SiathLinux [2009-05-06 14:53:11 +0000 UTC]

Very true, but from what I understand about game engines it seems most of them care about triangle count. I dunno tho, Im making this up as I go lol

-N

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SiathLinux In reply to chiaroscuro [2009-05-07 18:55:15 +0000 UTC]

Blender uses Quads (and has a built in Game Engine -- I've not messed with that much yet.)

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Affet-kak In reply to SiathLinux [2010-11-17 21:40:32 +0000 UTC]

but it probably triangulates at render time, i know 3ds max does

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SiathLinux In reply to Affet-kak [2010-11-17 22:41:26 +0000 UTC]

No, it actually prefers the quads to tris (as tris actually ADD to render time by having an extra face and edge per square).

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Affet-kak In reply to SiathLinux [2010-11-18 01:07:19 +0000 UTC]

my point is that max will actually triangulate when you render, so yes a rectangle will have a single polygon in the viewport, but 2 tris in the render

try it, create a rectangle convert it to poly, move a vertex so they arent all planer, then remove smoothing groups and render
max will create an edge

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SiathLinux In reply to Affet-kak [2010-11-18 01:47:33 +0000 UTC]

I don't use Max (I can't afford it)... I use Blender - and if I did that with Blender it would create a very odd effect at render (if smoothing is off)...

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Affet-kak In reply to SiathLinux [2010-11-23 23:48:47 +0000 UTC]

yeah fair enough

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DEElekgolo [2009-05-05 06:13:46 +0000 UTC]

What did you use to optimize it?

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chiaroscuro In reply to DEElekgolo [2009-05-05 15:10:36 +0000 UTC]

Polycruncher, and a lot of manually rebuilding areas. Polycruncher is great, but never seems to do exactly what I want.

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DEElekgolo In reply to chiaroscuro [2009-05-05 23:09:16 +0000 UTC]

Isnt polyboost only for 3ds max 9 though?

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chiaroscuro In reply to DEElekgolo [2009-05-05 23:49:08 +0000 UTC]

I dont know about polyboost - Polycruncher works from max 8.0 up to max 2009 *shrug*

-N

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VeeMachi [2009-05-05 02:17:00 +0000 UTC]

The wheels definitely have a bit of overkill. However, the model is much better than I imagined. I don't get why you put so much detail in the ground, a simple polygon would have done fine considering your texturing skill.

I would have also flipped the triangle edges in some areas. It's not really that important, but it makes it easier if you need to come back later and tweak vertex positions.

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chiaroscuro In reply to VeeMachi [2009-05-05 15:26:23 +0000 UTC]

I agree all around with what your saying. This was really my first piece I ever did that was geared to low poly, so I did a lot of stuff that I really could have saved a ton of tris on. Thats good advice about the verts tho - Im sure in a production atmosphere having to go back and tweak a model is very common place, so it makes sense to keep it as clean as possible.

Thanks for the crit!

-N

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Overtkill-UD [2009-05-05 02:02:52 +0000 UTC]

This looks pretty decent. Max's allowance of 10000 or so poly's it pretty unrealistic these days, for a viewport render, or basically anything that might be in view without culling and mipping.

Of course that limit depends on who you ask.

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