The First thing I Started on was the vault. This would be kind of the main piece of the scene.
Right now I think I Finished the high poly. Mayby it still needs some adjustments will see later.
Right now I'm working on the low poly The only thing is I have a little bit of problemm because I don't know what I should do In normal Map or what I should do in mesh.
I was thinking of animating the cog-wheels when the door opens. But if I do this all of the cog wheels need to be meshes to I can animate them. But on the other Hand this would give a huge Amount of poly's.
Could anyone mayby tell me if this is to high for a unique asset in a next gen game.
This is way overkill for something that still looks so chunky. The main cylinder of the door looks blocky even at this small res, imagine how apparent the angles will be when the player is right near it; you should definitely add more sides to it. 64 sides or something. Same goes for the turnwheel and some other parts.
The cogs can be optimized a lot. You want them as geometry so they can animate? Make each cog a 16-sided cylinder, but bake the teeth as a normal map. I'd make the 'pistons' as regular cylinders with baked normals too.
It all comes down to having a consistent amount of detail for a certain size. Bigger cylinders = more sides:
And keep in mind that twice as big doesn't necesarilly mean twice the polies. Generally I think 1.5x the polies for twice the size is a decent rule of thumb:
Replies
Right now I think I Finished the high poly. Mayby it still needs some adjustments will see later.
I was thinking of animating the cog-wheels when the door opens. But if I do this all of the cog wheels need to be meshes to I can animate them. But on the other Hand this would give a huge Amount of poly's.
Could anyone mayby tell me if this is to high for a unique asset in a next gen game.
The cogs can be optimized a lot. You want them as geometry so they can animate? Make each cog a 16-sided cylinder, but bake the teeth as a normal map. I'd make the 'pistons' as regular cylinders with baked normals too.
It all comes down to having a consistent amount of detail for a certain size. Bigger cylinders = more sides:
And keep in mind that twice as big doesn't necesarilly mean twice the polies. Generally I think 1.5x the polies for twice the size is a decent rule of thumb: