If its for realtime use, its waaaay too high, you could lower the polycount to more than half this polycount. Especially on the lightbulbs and the deco parts on the upper part.
ack! you're killing yourself with that render. tone down the background.... try.. a 25% grey or something, maybe even with a subtle touch of blue to contrast the general warmth of the object.
it's really hard to judge with a bad render.
i think you've done a good job, although, yeah, there's too many polies in those crystals for sure.. and the lights... and even the circumference of the circular arms.. oh, and the bottom nib.. i dont know if you're going for low poly though, so what ever..... but if you're going for high poly, you should have just done it to the tits and modeled the detail...
anyway, this looks nice, but it's not really a special, fantastic object. something like this -- if it looks good in a scene that's well lit (which i think it might) then you've done a good job. if you really want a pimped out eye-catching chandelier on the other hand, i would go back and add more detail.. like into the normal map. add swirlies and designs and patterns perhaps. it's up to you.
Thanks for all the suggestions. I knocked it down from 25000 to 16500 tris, decreased the saturation on the background, and gave it a more bluish hue. Only part that was increased in polycount was the base where it hangs from the ceiling, which was looking too low poly relative to everything else.
My problem with this is that you still have a shit ton of polys in the actual candles and the bases they sit on. You have put a lot of polys into these small details that really can't be seen from this distance well and have very little in the structure that connects all the arms in the middle.
The spiky rings that surround the bases could just be alpha'd and save a lot of polys. The candles bulbs could still be optimized since you have polys that don't benefit the actual sillouhette much. The chains could be alpha'd too. The dangly glass things have the same problem as the bulbs in that they have polys that aren't really doing much for the shape. 1 or maaaybe 2 edge loops could be taken out of each one and still keep the look pretty much.
It wasn't for anything in particular, just spare time stuff. The image really helped oobersli. I managed to knock everything down to around 10000 tris. Seems I still need to improve a lot at not wasting polys.
Replies
it's really hard to judge with a bad render.
i think you've done a good job, although, yeah, there's too many polies in those crystals for sure.. and the lights... and even the circumference of the circular arms.. oh, and the bottom nib.. i dont know if you're going for low poly though, so what ever..... but if you're going for high poly, you should have just done it to the tits and modeled the detail...
anyway, this looks nice, but it's not really a special, fantastic object. something like this -- if it looks good in a scene that's well lit (which i think it might) then you've done a good job. if you really want a pimped out eye-catching chandelier on the other hand, i would go back and add more detail.. like into the normal map. add swirlies and designs and patterns perhaps. it's up to you.
nice work!
My problem with this is that you still have a shit ton of polys in the actual candles and the bases they sit on. You have put a lot of polys into these small details that really can't be seen from this distance well and have very little in the structure that connects all the arms in the middle.
The spiky rings that surround the bases could just be alpha'd and save a lot of polys. The candles bulbs could still be optimized since you have polys that don't benefit the actual sillouhette much. The chains could be alpha'd too. The dangly glass things have the same problem as the bulbs in that they have polys that aren't really doing much for the shape. 1 or maaaybe 2 edge loops could be taken out of each one and still keep the look pretty much.
heres some of the things I mean.
http://www.poopinmymouth.com/process/tips/examples/sphere_trisave.jpg