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# 17000
It's headed for a game, as I said, but yeah, the poly limits are really frustrating.
(, Sat 13 Aug 2005, 16:45, archived)
# you should be able to bring the polys down a lot
what most people don't tell you is there is a wonderful thing called normal angle (i think). It determins how the light reflects off a face. With a high number it treats a face and the surrounding faces as a smooth surface rather than several jaged faces.

What looks pants on 0degrees looks really fantastic when you bump the angle to anything above 70ish.

This model has a lot of smoothing but only about 3000 polys



(, Sat 13 Aug 2005, 16:48, archived)
# Hahaha, don't start on normals, they take the most time to refine
Generally I try to get the car as smooth as is possible so it can use a generic algorythm and look good otherwise import/export becomes a nightmare as other programs mess around with points. Most of the polys go on the tyres, the steering wheel and the most nightmarishly hard thing to model low poly style, the exhaust branches.
(, Sat 13 Aug 2005, 16:51, archived)
# yeah, I've had a few problems with that
so that's why I stick to my lovely friend, maya.
(, Sat 13 Aug 2005, 16:53, archived)
# Hehehe, Seems I'm gonna have to start learning Maya
any tips for me? All Michele gave me was "Don't cross the sreams!" Or maybe that was ghostbusters...
(, Sat 13 Aug 2005, 17:19, archived)
# ITS FOR A FUCKING GAME!!!!
(, Sat 13 Aug 2005, 17:13, archived)