It seems that every part of the model that doesn't matter has all the polys. When you're working with limited polys, you need to allocate more polys to larger objects, and any polys that people will notice. Things like the plunger could be alot lower rez.
Also, do some reading up on smoothing groups. With low poly modelling smoothing groups are essential.
your really going to have to consider reducing the polycount of this. the cylinder in the second shot could be trans mapped. and the plunger doesnt need anywhere near as many polys. The spheres at the base of the arms could be totally removed and achieved with a normal map.
A good way to think of low poly work is focus on the silhouette. if geometry isn't adding to the outline its quite often a detail that belongs in a normal map/diffuse texture
Man you know Polycount would benifit massively from a Annotation tool.
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Also, do some reading up on smoothing groups. With low poly modelling smoothing groups are essential.
A good way to think of low poly work is focus on the silhouette. if geometry isn't adding to the outline its quite often a detail that belongs in a normal map/diffuse texture
Man you know Polycount would benifit massively from a Annotation tool.