I think it's fine to use a higher level of detail than most games, but no matter what spec, optimizing away less important geometry is good. Even with a higher polygon budget, distribute it according to where it will have the most impact.
yep. Single meshes work best. If you intersect polygons they flicker. The only way around it is to make everything double sided but then you get a performance hit. shame really, as the other engines like sandy don't flicker at all.
One thing that helps is to know how the asset will be used. If it's, say, a vending machine that will always be used up against a wall you can devote less uv space to the polygons on the back since they won't be seen by people playing the game.
It's also a performance hog, rendering-wise, regardless of normal maps. Long thin triangles are harder to rasterize (turn into pixels). Some good reading over here: FAQ: Game art optimisation (do polygon counts really matter?)
And i think i see some 5 or more sided polygons on the head, the shoes and in every round hole in the model. And it doesn´t remind me of Zero, the Zero i know looks like the one on dejawolf´s picture
jason, you are so right man... i am going to revise it later... not very "beauty" like :poly124: edit: awww snap... i'm a polygon... :baby: edit, edit: bah, i just deleted it... it was just flatout bad
I think you should keep the first face you made. It looks much nicer, and aside from this latest one having issues that others pointed out, I also think it has way too many polygons.
Right off the bat....try shifting most of the excessive polygons from the hands to the tail so that if you want to pose the tail you would have far less difficulty shifting it around....other than that I like the subject.
commander_keen 3dcoat support voxel sculpting from version 3.0. Also it supports standart polygon sculpting like zbrush, has very awesome tools for retopology. )) I was on its presentation on CGEvent 2008 in Moscow - very nice program
I just realized that I forgot to snap to the grid... so I started over again. When I tried to make this top point the two polygons made this weird gradient. Anyone know what I did wrong?