using mostly quads will push your count up a bit, try merging some of the verts in areas to bring the count down / supply extra polygons to other areas
@DEElekgolo could you explain how you did that awesome hair/fabric effect? Is it a flipbook texture, scrolling UVs? both? Are the edge polygon UVs arranged in a strip?
[ QUOTE ] Erik, there's no real rules for this thread, but that stuff doesn't look low poly. Try the "so what are you working on?" thread if you want to post but not start a new thread. I'd say the upper polygon limit for this thread would be around 500 polygons. [/ QUOTE ] Oops! I didn't realize that you were shooting to…
Aimless Tom: That type of model could still look like what it is even with much less polygons. I bet you could get away with a hexagonal cylinder and a box on the bottom to imitate the entire weapon itself. But if the style you are shooting for is high polygon, then that makes sense. With that game you are working on, a…
rooster that's awsome! I love it. merecraft: around 150; I counted 72quads; x2; plus the misclleneous tris in there. the thing is so low poly you could count the polygons.
woodesh - if it's really going to be large enough on screen to justify a 2048², you don't have nearly enough polygons. A model like this shouldn't have/need more than a 512².
saker, this thread is for finished models under 500 polygons, please read the rules on page one. you may get better feedback in the "so what are you working on" thread.
Palm, there was a bit of a debate on alpha versus polygon counts a while back. Starting on page 388, and I ended up making a some small mockups in Unity to test things.
Because it's a 500 polygon or less thread, not a sliding scale of what's some random person interprets 'low poly'. As nice as it looks, if it's 501 or more, it doesn't belong in the 500 or less thread.