I've fiddled with creating the spaces within each step, but can't seem to get an outcome I like. Any suggestions?
![adt6009.jpg](http://img215.imageshack.us/img215/8788/adt6009.jpg)
Also, for the actual floor of the fire escape I was thinking of using a texture and an alpha to show the multitude of spacing so I'm not using so much geometry. Would that work?
Replies
As for the alpha idea ... yes, that will work.
It's 208 polys, but as you can see it's a little more angular then I'd like. Far away it looks fine, which for a fire escape works, but for the stairs that are more readily viewable I'd like the gaps to be smoother.
This is with a meshsmooth modifier......
The triangle count is insane. Something like 1200 tris, but if I delete some edges I might be able to reduce the tris. Would this be a reasonable mesh? It was a bit of a pain to get this far so I wonder if anyone has an idea how they would've gone about the model. Please and thank you :thumbup:
How important is each rung?
How close are the players going to get?
What hardware is your scene going to be running on?
How does the engine handle more tris vs opacity maps?
Why do the cut outs need to be there?
Why does it need to be smoothed?
If you're going to smooth it you need to reinforce the edges that you want to stay sharp.
Can you do a rung with a single flat plane and turn on 2 sided?
what you are getting at with the meshsmoothed version is closer to what you would use as a high-poly - although it requires more supporting edges in order to maintain its form,
your lowpoly could be significantly lower poly, and could derive normal and possibly opacity (if desired) data from the high poly via baking to make up for it and achieve the look you describe.
By smoothing information I just meant the turbosmooth.