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space ship
show user profile  digital3ds
I want to make both a low poly model for animation and a high poly for still images. I'm just wondering what you guys think an acceptable low poly count would be (or what poly count is considered low in the industry). Thanks!



Mike




- Mike Sawicki




read 482 times
9/24/2011 12:44:58 AM (last edit: 9/24/2011 12:44:58 AM)
show user profile  Dave
You're about to get a lot of "It depends" answers... because, quite frankly:

It depends.

The best way I can describe low poly is "to only use the amount of triangles you need"... which, in case you were wondering, depends!

Size on screen is a major factor, how convincing do you want it to look? Are you aiming for low-poly work that looks high poly?

Typically, whenever I'm asked to model anything... I always find out about how it will be seen on screen, and base the size of my silhouette polygons on that. Then... when I'm finished modelling, I check the tri count and say "Well, it's about that then"... if the programmers want less, I optimise it down, job done!

"I flew over Egypt once"

read 475 times
9/24/2011 12:56:27 AM (last edit: 9/24/2011 12:56:27 AM)
show user profile  digital3ds
i plan on making it as believable as possible with the texturing. i guess ill just rough it out with polygons for the low res version

all of the vents, bolts, panels etc. ill do with textures and then rework for the high poly model


id like to have it as convincing as possible
- Mike Sawicki




read 466 times
9/24/2011 1:35:02 AM (last edit: 9/24/2011 1:35:02 AM)
show user profile  digital3ds
does anyone have any tips for modeling the section under the main cabin area? (the cabin support with the two tunnels)
- Mike Sawicki




read 458 times
9/24/2011 2:15:07 AM (last edit: 9/24/2011 2:15:07 AM)
show user profile  S. Silard
For me It's looks like a Jet Engine .
Something like this :
Good luck ! :)

Congrats, you found my signature.

read 453 times
9/24/2011 2:26:32 AM (last edit: 9/24/2011 2:26:32 AM)
show user profile  digital3ds
lmao. a cyl with a bunch of splines.... got it

- Mike Sawicki




read 449 times
9/24/2011 2:30:33 AM (last edit: 9/24/2011 2:30:33 AM)
show user profile  digital3ds

this is what i got for the low
- Mike Sawicki




read 437 times
9/24/2011 4:07:03 AM (last edit: 9/24/2011 4:07:36 AM)
show user profile  digital3ds
actually i havent added any landing mech

- Mike Sawicki




read 435 times
9/24/2011 4:08:51 AM (last edit: 9/24/2011 4:08:51 AM)
show user profile  Mr_Stabby
the render speed difference between 10 polygons and 10000 polygons is about 2 seconds so if you are gonna keep it in max anyway no real reason to make a low poly version

read 416 times
9/24/2011 8:33:41 AM (last edit: 9/24/2011 8:33:41 AM)
show user profile  digital3ds
poly counts dont effect the render time of an animation?
- Mike Sawicki




read 411 times
9/24/2011 9:02:50 AM (last edit: 9/24/2011 9:02:50 AM)
show user profile  S. Silard
Not really , probably there is difference between million and hundred polygons . But Lighting and Shaders much more affect it .

Congrats, you found my signature.

read 408 times
9/24/2011 10:02:05 AM (last edit: 9/24/2011 10:02:05 AM)
show user profile  digital3ds
thats good to know

Problem with the unwrap... i need this to be a rectangle, but the unwrap is a square, can someone tell me y this is happening. this is how it unwraps, and the relax doesnt do anything

- Mike Sawicki




read 405 times
9/24/2011 10:32:27 AM (last edit: 9/24/2011 10:32:27 AM)
show user profile  mike_renouf
I'm just guessing here, but try resetting xforms on your model and the try the unwrap again. Maybe it's non uniformly scaled..?




read 401 times
9/24/2011 10:42:14 AM (last edit: 9/24/2011 10:42:14 AM)
show user profile  digital3ds
that did it. so simple, thanks bro
- Mike Sawicki




read 396 times
9/24/2011 10:52:52 AM (last edit: 9/24/2011 10:52:52 AM)
show user profile  digital3ds
So i have a color map with b/w bump. wondering what else can and should be done to make this more believable. i know adding spec, should i make a seperate map for the specular level? ive never done that and am not sure how its diff from just adjusting the spec highlights (0-100)



- Mike Sawicki




read 363 times
9/25/2011 11:35:35 AM (last edit: 9/25/2011 11:35:35 AM)
 
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