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Street Light

  • johnm487
  • September 14, 2005 at 2:12 PM
  • johnm487
    • September 14, 2005 at 2:12 PM
    • #1

    [Blocked Image: http://img.photobucket.com/albums/v14/johnm487/Light_Pole.jpg]

    I'd like to use this as a prop. Leave feedback please.

  • PhilipK
    • September 14, 2005 at 3:04 PM
    • #2

    looking really nice. whats the poly count?

  • johnm487
    • September 14, 2005 at 3:51 PM
    • #3

    kind of alot, i made it in 3d max. it was somthing for work so the poly count didnt really matter. Is there some kind of reduce poly tool i can use, because i know theres one in maya.

  • jayrabbit
    • September 14, 2005 at 5:44 PM
    • #4

    There is a "optimize" modifier in max, but it's useless in most cases.

    For reducing polys the "weld" / "target weld" function should be your friends

  • johnm487
    • September 15, 2005 at 3:24 PM
    • #5

    Im a bit busy. I'll have to try it out later. I'm modeling a Walgreens?

  • johnm487
    • September 16, 2005 at 8:48 PM
    • #6

    OK, i reduced the poly count from some ridiculous number to 2400. Im not too sure if thats considered alot, but it's an improvement. and yes, the optimize modifier was useless as hell.

    [Blocked Image: http://img.photobucket.com/albums/v14/johnm487/Pole.jpg]

    and could someone direct me to a good unwrap tutorial?

  • Zacker
    • September 17, 2005 at 10:50 AM
    • #7

    2400 is still in teh high end for a street lamp, at least if its for current gen games.

  • Defrag
    • September 17, 2005 at 11:03 AM
    • #8

    Considering you can make a nice character model with ~3.5k tris, I'd say 2.4 for a street light is excessive

    You barely notice the high detail parts ingame anyway, especially when you can't get close to them (the player will never spend much time face to face with the bulb part of the street light, for example). Have a look at some of the valve props and check out the polycounts for ballpark figures, if unsure.

  • johnm487
    • September 19, 2005 at 3:13 PM
    • #9

    i figured it was a little high. when i get the chance ill look at it again.

  • PhilipK
    • September 19, 2005 at 3:33 PM
    • #10

    you could use the first one to generate a normal to a lowpoly.

    this you should be able to get down to a pretty lowpoly really.

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