Hey all first post on polycount, currently working on a low poly beam blade that could be used in a futuristic, sci-fi setting. maybe replacing a traditional police baton with the energy beam. 3DS Max 8
Plan to use normal maps, diffuse maps, and specular maps to create the textures.
Low polycount=2012 High polycount=188800
Replies
If you want to have more polys though, I suggest less on things like the handles and more to make the blade look a little smoother.
Welcome to Polycount!
You need to let your textures and normal maps add detail, instead of trying to model all of it.
Good luck, and welcome to Polycount.
512x512 for these is sufficient enough.
i know that wasnt constructive. i'll come back later.
Spark
To be brutally honest, I don't think the normal map has done you any justice with this model. If anything, its made it looking muddier and more amateurish.
Now for the diffuse map. With the amount of detail you have painted, you could easily crunch that down to a 256 if not a 128 without losing all that much detail. Do you mind posting your UV map? I would like to see how you've unwrapped your model.
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Sorry bout that guys, now resized 512x512 and 72 dpi.
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So you mean to say your texture had a higher dpi than 72? You don't want to go higher than 72dpi for anything digital because its pointless. If anything it just makes the image size higher. The only time you'd go higher is for print, where you need that extra detail and where it will actually be useful.
Okay, the model. WAY TOO HIGH POLY! You have cuts in there that do nothing to silhouette, it needs some serious optimization.
Here's a quick paintover:
Keep at it dude.
-caseyjones
Firstly I recommend doing a complete rebuild of the low base mesh. Try making the original mesh transparent, freezing it and building a new low mesh over the top. Since you're redoing the unwrap anyway, I think you'll find it's a lot quicker doing a rebuild than trying to clean up the old mesh.
Keep in mind that it may be a lot cleaner to not have every part of the weapon welded together as single element. Separate pieces as separate elements are a good idea, just have the pieces intersecting rather than joining them. You can do it all as one but it will cost you more polys and it seems to be throwing off your mesh flow in some places. Also, if you do use the separate elements method, keep in mind you may have to break up the low poly cage when rendering normal maps and do them as separate objects to avoid artifacts in your normal map renders.
Focus more polys on the top view silhouette of the blade having a nicer, more rounded shape. Because the blade is self illuminated and glowing you don't really need much definition on the flat sides of it.
Finally, for the glowing stuff in the handle (I'm guessing it represents the power source of the blade?) I'd recommend a much lower poly object with an animated texture map applied to it. Maybe bubbles or lightning bolts, just something flashy with animated UVWs to make it scroll over the mesh. Make a smaller version of the glowing piece inside the original, apply transparency to the outer version and have the textures scrolling in different directions for a nicer effect.
Just my two cents, good luck with the remake.