Were they holding Ctrl when they pushed it inwards? This would cause it to extrude and create new polygons, rather than push and stretch existing ones. Also their geometry could be different. Even with the same dynamesh resolution, they could have a denser mesh due to the object scale.
Thank you ! MOI (Moment Of Inspiration) is a CAD modeling application, with advanced boolean functions, very very user friendly, with a top polygon export function (n-gons, tris, quads/tris, amount of polys).MOI's father is also RHINO's one. MOI: http://moi3d.com
You can save the most polies by optimizing the chain links. And probably quite some on the ladders, depending on how you made them. My general suggestion for lowering polycount is: look where most of your polygons are. That's likely where you can remove the most.
It could be any number of things. Hard edge normals, nonmanifold geometry (check for polygons inside the mesh at that seam), one side has flipped normals and can't smooth properly, the edges weren't successfully welded together and are still separate... Yeah, check those things.
unity store? $5 They are probably too high detail for game assets though, almost 4,000 polygons for a pipe thing? actually they probably wouldn't let you put them on there unless part of a model set. If for a client, hey shouldn't you work that out beforehand? ;)
Thanks for the comment kdm3d! Yeah, i forgot to say he is Jigsaw(few people seem to know the actor's name is Tobin Bell). I am having a hard time making his ears(bad polygon distribution) seems like i have to retopo it...
a suggestion for the hi-poly exporting: a checkbox that would convert maya sub-d into polygons and smooth them and export and leave model back as sub-d. doing that process by hand when exporting meshes for xnormal sometimes can get really annoying and time consuming
This is your low poly yeah? Not really suited to games. Quite a few loops that'll add almost nothing once normal mapped, and several concave ngons. Consider how much screen space it'll take up and that polygons are used to define the silhouette of the model.
That seems very counter-intuitive if you wanted to make use of the previous geometry and change it to meet your needs. So the original model uses double-sided single layer geometry, but anything created needs to have two layers of polygons, one for each side?
Hi Eric, yes you are right. All those areas could be optimized further to save another few thousands polygons. But this gun is not really going in any videogame engine. I'll make a better job in the following projects! And this also thanks to your feedback, it was invaluable! :)