Hey guys quick question, I'm working on a arcade environment and many of the assets deal with lots of those little light bulbs that attract people's attention on the more old school arcade/fair games. I was wondering if there is any way to model them without using to many polys. In order to get the silhouette right I had to use a fair amount of polys for one light bulb that will be duplicated many many times to look decent. If there was any tip for trick to getting good looking bulbs without so much polys that would be awesome, kinda like the chain trick technique found here --- >
http://www.polycount.com/forum/showthread.php?t=74502
Replies
http://s786.photobucket.com/user/snowjessb/media/lights_zpsd1fef70b.jpg.html?sort=3&o=1
http://s786.photobucket.com/user/snowjessb/media/lights_maya_zpsc2411ca1.jpg.html?sort=3&o=0
http://wiki.polycount.net/SphereTopology
Generally speaking, you can use a ton of vertices, if your shaders are fairly simple. But you'll only know what the limits are by doing some performance profile tests.
80 triangles apiece. Though you can of course use a different geosphere as a base, this one seems to be a bit chunkier than you might want.
Passerby is bang on here. We recently had to make a similar array of lights, and went much lower on the polycount than you have. By the time they're glowing and/or flashing, the player will never notice.