Hey there! I'm new to the site and this is my first post. I'm currently enrolled in a Game Art and Design major at the Art Institute of Pittsburgh. This quarter I got to take my intro to 3D modeling class which I love! But I seem to struggle a little with good poly flow. I can get the shape of the objects but when i go to unwrap them there's so many faces it becomes annoying to try and get them all textured.
I was wondering, could you guys give me some pointers on how to maintain a good poly flow? I would really appreciate it =]
Replies
If you have a lot of excess edges that aren't really defining the shape, get rid of it. For small game props, you have to be even more careful about going overboard. If I put a bottle of Windex on the counter and I am playing a 3rd person game, do I really need to chamfer every single tiny bevel? Will it even be seen onscreen and ingame?
Try to get a visual idea of how large your object would realistically be seen ingame and ask yourself if you can cut a lot of geometry out of it and still keep the main shape. One of the biggest mistakes a lot of young Game Artists make is thinking that we can just brute-force throw a half million tris onscreen because it's "Next-Gen" and ignore the fact that we still face budgets.
If you want to start with a basic understanding of actual onscreen game art, start looking at games and get an idea of how many polygons they might have used for the objects, or get a copy of Gears or UT for PC and look at some of the assets they create and get a feel for actual triangle counts. (Keep in mind that for every console and every asset and platform you are going to have different limitations and budgets)
I would also suggest you frequent some of the "What are you working on" threads here, as well as this thread http://boards.polycount.net/showthread.php?t=50588 to start getting an idea of how triangle optimization physically works from a development standpoint.
Of course, your best and fastest stream of feedback would be to simply post a screenshot of your asset and let the Polycounters rip it apart
Once i start getting into more complex shapes and things, I'll be sure to upload them on here for feedback and crit's.