Hello , I am working on a spaceship for the one Idecided to go full modeling rather than texturing wich means modelign also the panels of the surface , I wanted to go for a high poly modeling and possibly reach a CGI level of quality but after hundreds hours of work and a lot of learning I have reached 10 million polygons in the viewport and I am scared because the model starts to rotate sluggish when I workon it unless I hide parts , is that normal ? ( I am using 3dsmax )
I am doing something wrong by using too many polygons?
Despite that I don't know how I would have to reduce polycount without going into low poly modeling .
Here is my Thread on the spaceship .
http://polycount.com/discussion/169587/spaceship-hardsurface-subdivision-polymodeling-learning-and-help#latest
Replies
Also how do the CGI artist stuff? I mean the ones that make for example a vehicle or else for a movie? Millions of polygons or low poly? And what level of detail do they go ? Model up to every screw or just large details?
Or objects are at subd 1 and only divided at render time
And war render farms.
You don't need to have everything turbosmoothed while working.
You don't need to subd everything either.
I don't think cgi models differ from hp for video gaming.
Precision depends of shots. You won't go turbosmooth 3 for objects you gonna see 300 meters away.
You can certainly find some wireframes of models used in movies.
http://polycount.com/discussion/112132/comparing-wireframe-topology-in-games-compared-to-films