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Posted

considering the blurry textur for the bucket i think the polycount is wayyy to high. all these little chamfers add a ton of polygons you won't ever notice on such a tiny object ingame. I'd say get rid of these extra polygons and just smooth the model properly ^^

i would rather invest the polygons in the roundness of the bucket itself. cause in general the larger the "object" the more edges you might invest to get the round look for them. i think its much more visible to the player that the bucket itself is quite edgy but the many many polygons for the chamfer of the small "handles" won't be noticed or even honored :)

Posted

echoing previous sentiment, using the current version of the picture I see...

Quick eyeball says you could lose 64 by getting rid of the bevel on the top of the bucket (not a place you'd really expect anything rounded; they'd just be cut off at that point), plus a few extra by adjusting the triangle divisions around those holes. The tops and sides each have a split that goes out to the middle of that side's edge... If you look at the bottom, you can see where it uses 3 triangles instead of 4 and avoids splitting the outer edge.

Rough guess is another 24 you could trim off there; that'd put you down just under 250 tris. Could also drop from 8 divisions between the two handle/hole bits to 6 without looking too blocky. Because it's already 'built' with flat objects (the bits of wood) I think you can really get away without having as much roundness.

If nothing else, those reductions could also give you some room to vary up the silhouette a bit - some planks are longer than others, a gap in between, etc. Which would add back a few tris here and there but make it look even more detailed than it is now.

Posted

Dont know why I wanted those edges so "worn" or neat... I shouldve just not wasted time on it :P Oh and, great tips on those handles... stupid of me not to see that..

Im down to 244 triangles now :]

edit:

lowpoly_bucket_render.jpg

third iteration of this bucket now... I dont think I'll work more on it! No matter what you guys pull out of your pockets for me next :P

oh btw, thats a 512x512 skin.. that better not be too high! :P

Posted

i think its really cool that you tried and followed almost all the crits to improve the model. pretty hard to find people like that ^^

most of the time they say things like "yeh im gonna do that on the next model" just to make the same mistakes again.

i bet you learned quite some things on poly-distribution on that one.

yeh, just wanted to say that, really nice job :)

Posted

i think its really cool that you tried and followed almost all the crits to improve the model. pretty hard to find people like that ^^

most of the time they say things like "yeh im gonna do that on the next model" just to make the same mistakes again.

i bet you learned quite some things on poly-distribution on that one.

yeh, just wanted to say that, really nice job :)

Thanks man, and you're completely right... Even though im a bit tired of that silly ol' bucket right now, I did learn quite a few things... plus I'm starting to get the hang of the whole low poly procedure modeling business :]

And after doing 4 different UV's on that bucket alone I think I've learned a few tricks there too :D

edit: Todays model.. (Another cylinderquickie) Do you guys think 18 sides is too much for a pillar?

column_papyrus_render.jpg

Posted

My very first character model is coming along nicely so far.

It's a selfportrait

It's around 1200 poly at the moment. I'm 100% sure there are better ways of modelling a human but it's my first try so I used all the sculpting skills I've acquired so far.

As for the use of the model, I'm most likely not going to use it on any game engine etc. I'll finish the model, make an uvmap for it, texture it.

I'll then use the model for learning how to rig models and make animations.

And yes I do not have hair and the shoes are way big :)

jal_selfportrait.jpg

Posted

Do you guys think 18 sides is too much for a pillar?

It's all about context, really. Where is the model being used? How big is it? How many of them will be visible at once? Is it a centrepiece of a room or the map? Is it a high or low traffic area? etc. etc.

If it's just an average (as in general/generic) prop, I tend to eyeball it while creating the cylinder and remove sides until I start to really notice it.

Posted

Move the legs closer to eachother, and shorten the arms a little.. you might wanna tone down on the size of those shoes/pants too, but i think it looks kinda cool :]

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