hey everyone just started modeling out this fella, its at about 5388 tris and i had a question about "blizzard style". when i go into World of warcraft most of the new objects you cant tell are really low poly from certain angles. for example a cylindrical wood post that has 8 faces looks smooth and round from straight ahead, but if you look at it from a top view you can definatly see its very low. then when i look at the one i did alot of it is sharp and jagged from every angle is there a way to smooth thoes over like blizz does? is it just good textureing? crits and comments welcome!!
reference (blizzard concept piece)
model
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I'm also assuming you're not going to use normals or a high poly. I don't play WoW but I guess they don't use normals?
Seems you have fixed your issue now but I searched on google for "maya smoothing groups" and found this.
http://www.3dtotal.com/team/Tutorials_2/smoothing_groups/smoothing_01.php
Also heres a quick explanation about the cost of smoothing groups... if you're interested.
http://www.polycount.com/forum/showthread.php?t=83495
I believe one smoothing group is cheaper then multiple smoothing groups in game engines.
Your model is looking good. Seems you are modelling a lot of it out of quads. Is that the plan? If not you might be able to make more efficeint use of triangles in some places - mainly in the big beam across the roof.
Not really.
Basically what happens is when exported or imported a mesh is split along smoothing group lines for hard edges. Thus doubling the verts on those edges.
But some engines (Max .ase to Doom3) only support one smoothing group, so you have to split those edges manually in Max. Which sounds like what Maya requires. Either way you end up with the same amount of verts in engine.
The benefit to smoothing groups in Max is when editing the mesh, weighting verts to a rig, it is easier to work without split edges.
Anyway, it's looking pretty good. I think the curved parts on top of the roof could be rounded out a bit, right now they are a bit rough.