It's a pretty cool little park you got there, but it seems like the triangle usage could be a bit better.
The palms have oodles of detail, for instance. Would you ever get close enough to really see it?
Also, the half pipe. It looks like you built the supports right into the ramp. That's adding a huge amount of tris, but no detail was gained from it. Try breaking the supports off and clean it up - you should gain quite a lot. They don't have to be different objects, just different meshes. Not connected
Same dealio with the walls. There's no need really, to cut all of the ground detail into those (or the ground extending beyond it). There's no extra detail, but a lot of extra triangles.
The thing seems to be one single bit of geometry welded together. There is definitely no real need to be doing that. That's what trims are for :P
To be honest, you could optimize this scene by 25% quite easily without losing a single bit of detail.
Here's a quick paintover of a few issues I can see.
A few other things, check your scale as well. make a reference height character by making a cube about 180cm tall (its the height I commonly use) or you can use a biped (seeing as you're a max user) so you can see if things have enough room to navigate through or if things are the correct heights and so forth.
Also, you must have gone to the same school as me (I was taught to believe tris are the most evil thing in the world, though I never agreed with it), because I don't think I see a single triangle in your scene. Tris are not evil, why use a quad when a tri can do the same thing for half the cost
Keep it up dude, you're off to a great start.
thanks for the tips guys i guess keeping everything as quads didnt work out so well so im going to start optimizing all the issues that where brought up and add some more cool details.
ok guys i have reduced a lot of polygons and added more details i am very happy with how it looks right now and with the textures on it should look really nice. also those planes are going to be dead leaf's. at the end it should look like a deserted skate park full of grafiti and grunge. so enough with the talking and here are the updates. polycount is exactly 6000 tris
The dead leaves would make more sense if they were scattered around under the trees and on/under the halfpipe next to them. I like the ones at the bottom of that pool, but the ones on the other side of the park are out of place. Some leaves over there wouldn't be unreasonable, just not those large piles.
Also I think you could lose some polys in the trash can and barrel and fake that lost geo in the textures. Areas like the bulging loops on the barrel, and the inset opening and bevels (or at least it looks like bevels, hard to tell without wires ) in the trash can. They could also be scaled down as they look way out of proportion compared to the ramp and doors nearby. Also being smaller, it would make those unnecessary tris that much more unnecessary. This poly reduction could free up some tris for other kinds of trash (mountain dew bottles, spray cans, skate magazines, etc) and decals (for the graffiti).
[ QUOTE ]
I like the ones at the bottom of that pool, but the ones on the other side of the park are out of place.
[/ QUOTE ]
its not a pool its a skating ramp also i wanted the leafes to be piled up togather so it looks like someone has done a bit of cleaning around Im happy with the way it looks right now so will see how it looks with the textures on them.
You still seem to have a few scaling issues here in the scene. So I take it you just ignored my advice to build a scale reference model.
*shrugs*
The bin and barrel look almost as tall as the door for the building and need to be scaled down a little.
The traffic cones/witches hats look really odd to me (they may be a different shape and size from the ones here in Australia so I could be wrong here).
Your halfpipe needs more flat area in the middle. Look at some halfpipe reference images: http://images.google.com.au/images?hl=en...sa=N&tab=wi
sorry to say but because of it's conformed size, it is looking very much like a kids playground with two swimming pools right now.
why not break it out a bit? you'd have a hard time skating in there
You don't seem to have a grasp on scale. The cones for example, have you ever seen cones that look like that in real life? Maybe set your max grid to meters, make a box that is 1.78m high / 0.65m wide & deep and use it as a human scale reference.
[edit] I see Casey gave the same advice, it's good advice, obviously [/edit]
Replies
The palms have oodles of detail, for instance. Would you ever get close enough to really see it?
Also, the half pipe. It looks like you built the supports right into the ramp. That's adding a huge amount of tris, but no detail was gained from it. Try breaking the supports off and clean it up - you should gain quite a lot. They don't have to be different objects, just different meshes. Not connected
Same dealio with the walls. There's no need really, to cut all of the ground detail into those (or the ground extending beyond it). There's no extra detail, but a lot of extra triangles.
To be honest, you could optimize this scene by 25% quite easily without losing a single bit of detail.
Here's a quick paintover of a few issues I can see.
A few other things, check your scale as well. make a reference height character by making a cube about 180cm tall (its the height I commonly use) or you can use a biped (seeing as you're a max user) so you can see if things have enough room to navigate through or if things are the correct heights and so forth.
Also, you must have gone to the same school as me (I was taught to believe tris are the most evil thing in the world, though I never agreed with it), because I don't think I see a single triangle in your scene. Tris are not evil, why use a quad when a tri can do the same thing for half the cost
Keep it up dude, you're off to a great start.
-caseyjones
The dead leaves would make more sense if they were scattered around under the trees and on/under the halfpipe next to them. I like the ones at the bottom of that pool, but the ones on the other side of the park are out of place. Some leaves over there wouldn't be unreasonable, just not those large piles.
Also I think you could lose some polys in the trash can and barrel and fake that lost geo in the textures. Areas like the bulging loops on the barrel, and the inset opening and bevels (or at least it looks like bevels, hard to tell without wires
I like the ones at the bottom of that pool, but the ones on the other side of the park are out of place.
[/ QUOTE ]
its not a pool its a skating ramp also i wanted the leafes to be piled up togather so it looks like someone has done a bit of cleaning around
*shrugs*
The bin and barrel look almost as tall as the door for the building and need to be scaled down a little.
The traffic cones/witches hats look really odd to me (they may be a different shape and size from the ones here in Australia so I could be wrong here).
Your halfpipe needs more flat area in the middle. Look at some halfpipe reference images:
http://images.google.com.au/images?hl=en...sa=N&tab=wi
-caseyjones
why not break it out a bit? you'd have a hard time skating in there
You don't seem to have a grasp on scale. The cones for example, have you ever seen cones that look like that in real life? Maybe set your max grid to meters, make a box that is 1.78m high / 0.65m wide & deep and use it as a human scale reference.
[edit] I see Casey gave the same advice, it's good advice, obviously [/edit]