Box modeling. Roughly box model and extrude what you need. Think polygonal primitives. Cut and add more edges and faces as necessary. Focus on silhouette and good topology for deformation.
Thanks for taking the time to answer Rogelio, I'm trying to model some ornamental columns at the moment and I guess I will be a little mode generous with my polygons based on your explanations!
Great design and job, my only crit would be that your Low poly mesh is a bit of a mess, lots of lots polygons were they don't add any detail, Improve that and it will be perfect!
Thank you for feedback. I will fix problem with need re-entering asap. polyStrip node is for creating polygonal strip along curve on top of polyobject. I want share it too
Disregarding the texture for a moment, your polygon distribution could use a tweak. Large tubes generally get more sides, because they're bigger on screen and thus the sides are more visible.
And another: I've used 3dcoat to refine masks and there is very good feature that alow to brush only on polygons that your brush layed (topology based) or on volume. 3do must have the same)
yeah game engines can only handle certain amounts of polygons before it starts to get laggy and you want your games to be as smooth and responsive as possible. that is the basic underlying reason
As a person who never really "got" the Muppets I didn't expect to enjoy this as much as I did, but I just love the models and how efficiently the polygons are used. Amazing work.
Wow! Gratis to tick and endomi and all the other winners! What an amazing comp this was! Thanks polygon and valve for an epic 2 weeks and all the participants who put up amazing entries.
I think the Multi/Sub-Object material is not appropriate for this kind of render. It is for separating materials... each material only applies to a collection of polygons (using material IDs). The materials don't overlap.