Hey everyone, I am working on a model, and have hit a wall. I was wondering how you guys would go about modeling the teeth of a saw blade, or the whole saw blade in general. I am looking for a low poly approach to this, and have completely hit a wall with this saw blade.
Here's the blade I am trying to create.
Replies
The way I would go about it would be to make one tooth and then duplicate it radially and then merge all the copies. If you use Maya then using Duplicate Special with the Instance option turned on will allow you to make all the copies and have them update across all the copies as you work on one of them. Very useful for lining up the verts and seeing how the end result will be.
So, model one of the band's teeth, duplicate it 180 degrees, model the band, then connect it all to the main cylinder?
Make a cylinder with double amount of faces to the amount of blades you require.
Select every other face around the edge
Extrude outward
Rotate extruded faces into direction of the teeth
Select inside verts, push them out and rotate a little to make the inner side of the teeth
Add bevels/mesh smooth
New edge loop in middle of mesh, bridge it through to make the hole, bevel that too... (should have done before the previous step but i forgot )
If you want that little edge just before the base of the teeth, just add an extra edge loop around the cylinder.
Edit: Just realised you wanted a low poly approach... i guess the only way would be to A, same technique as this, but with a flat circle not a cylinder, or B, Alpha plane. With so many teeth it clocks up polys quickly
Well, goddamn, thankyou ! Thanks for the reply also Bart, I am going to try both ways, and see what I come up with.
One way to decrease a lot of polys is to bake the texture down from that model. Then add a 2 tri face to each side (that's the same exact size of the blade) and apply the baked tex with alpha to the planes. Then delete all the faces on the flat surfaces. (ie only leave the teeth sides)
This can cut a lot of polys, but also requires you to be very exact so the alpha teeth line up with the modelled teeth sides.
It also doesn't allow the teeth to tapar for sharp tips if needed. (probably not)
You should do it this way. Don't forget to have Angle Snap Toggle ON
I like you Bart. This seems like the simplest, low poly way, thankyou! very much.
I don't know much about tri count, and what is really considered low poly for a game engine, I think it's about 5k isn't it?
Anyways, I think I will turn this into a progress thread... with a crappy thread title, ohwell.
C&C I really wanna finish this model, and I would love peoples critique throughout the process, instead of finishing it, then having to go back and alter it with loads of critic.
Reference image again.
I was hoping to not be 100% spot on to what they did. I was going to go for pretty much the same concept (motorized saw blade on a bat). I think I am going to do a different type of grip on the bat ( maybe a wrapped cloth ), and a different metal texture, maybe with a logo, however I think everything else I will be aiming to recreate based on the image, minus spot on proportions.
Thanks for the comment! Hoping for some more critic
Edit: Are the wires alright? Topology wise, I always think I have the worst topology, and complete scarp models in frustration.
You can collapse the edge rings marked in blue if you want to save polycount.
Bat may be a little too low poly. but I made a backup of the higher-poly bat. Think this should be good to move on to the other peices/detailing this up a bit more?
Edit: Forgot to put smooth back on for this screengrab, don't mind that.
It used to be that a low poly character was 500-1200 tris, so a weapon would be maybe 200-250 (quite a bit less than a character). But now mobile devices are close to that.
And a low poly character is probably around 2500 with a normal map. A high would be 5000 with normal.
Of course these numbers are subjective to engine/project/etc...
I think TF2 characters are no more than 5000, and weaps no more than 2500. But it's approaching 4 years old... They also didn't use normal maps much.
I still think 2500 is pretty good for a weapon, you can get quite a bit of detail with that. And typically weapons aren't even seen fully, or they move a lot...
I was probably at most going to put it into UDK to see how it looked. I was hoping to end around around >5k tri-count, with 1024x1024 texture sheest for Diffuse, Spec, Normal maps