hi there i making a low poly version of my flash bang but i dont know how mych tir count is good for this kind of prop i hope u guys can help me out of it
also want to know can i use symmetry for utilizing uv sapce and normal map but how?:poly117:
It really depends on where its going to be used. If it was going into a FPS and was going to be right up to the camera it would have to be a bit higher. Having said that you can have multiple models for both 1st person and 3rd or the object in the world (ie. on the ground or someone else holding it).
Another thing is LOD's (levels of detail) normally for objects in the world you'd have it swap out models and texture sizes based on the distance to the camera so you could go from a 5k model up close down to a 2k down to 300tris are long distance.
The main thing to keep in mind when working with tris counts is your silhouette should be smooth, no pointy edges. Using geometry in areas that stick more over using a normal map will look a lot better in-game and will be effected by shadows which normal maps are not so much.
Remember any flat edge that doesn't offer anything to the sillowette has no point being there UNLESS it helps with UV splits OR reducing shader errors (having sharp thin tris can cause bad errors on non flat faces)
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Another thing is LOD's (levels of detail) normally for objects in the world you'd have it swap out models and texture sizes based on the distance to the camera so you could go from a 5k model up close down to a 2k down to 300tris are long distance.
The main thing to keep in mind when working with tris counts is your silhouette should be smooth, no pointy edges. Using geometry in areas that stick more over using a normal map will look a lot better in-game and will be effected by shadows which normal maps are not so much.
Remember any flat edge that doesn't offer anything to the sillowette has no point being there UNLESS it helps with UV splits OR reducing shader errors (having sharp thin tris can cause bad errors on non flat faces)