3D Portfolio Presentation (Polycount)

Quick question when displaying your 3D models in a portfolio. I see a lot of people that put the poly or tri count for there low poly and high poly pieces.

What or how should I put it if my low poly has say 4 ngons but my high poly only has polygons? (Due to reducing the count in low poly version)

Also I’m terrible I mean TERRIBLE at 2D and drawing, so all my models are made from reference images and concept modeling I do before really starting (I wasn’t sure what the standard was so I didn’t/don’t want anyt Design in my portfolio that isn’t my own) because I can’t draw I would place basic shapes or sculpt the basic form then go from there.

Should I Mention it’s my own design even though I don’t have any drawings to back it up?

thanks!

Replies

  • Zi0
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    Zi0 greentooth
    Its fine to create stuff based on other peoples designs, if you do so you should always mention that you have used their design and credit them.
  • tynew
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    tynew polycounter lvl 6
    Don't label any counts for the high poly, it doesn't matter so it's irrelevant. If you have n-gons, your 3d app should still display the tri count that it will have. Really, if you have ngons they should only be on a planar surface of your low poly, otherwise when exported to a game engine it may not maintain the right curvature when it gets auto triangulated. 
    When you are starting/learning as an artist I would recommend to never design things yourself. You can't create functional and well thought out designs unless you have the visual library of existing shapes/form in your head. Every single artist uses references, even professional designers..
    You should watch every video on this channel imo. 

  • jdellinger98
    tynew said:
    Don't label any counts for the high poly, it doesn't matter so it's irrelevant. If you have n-gons, your 3d app should still display the tri count that it will have. Really, if you have ngons they should only be on a planar surface of your low poly, otherwise when exported to a game engine it may not maintain the right curvature when it gets auto triangulated. 
    When you are starting/learning as an artist I would recommend to never design things yourself. You can't create functional and well thought out designs unless you have the visual library of existing shapes/form in your head. Every single artist uses references, even professional designers..

    I enjoy flipped normals (even though they have a focus on character creation)

    I use reference and a lot of other peoples concepts as a starting point; I just merge different ideas from each and focused on hard surface read material on subjects like mechanical engineering. But, each project I work on there is probably a hundred different references I'm looking at during design, some concept art, some are real life images and schematics.

    The Ngons I'm currently mentioning are on a flat plane its reducing the polycount from 5 (might be 4) to 1 going throughout the rest of the model. Using 3ds max when Turbo smooth is active it switchs to polys but the low poly it has 5 points. 
  • jdellinger98
    I also wanted to mention I don't have an interest in anything concept related; I wouldn't turn down a job like that but that is not a discipline that i'm seeking. 
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