Base model sitting at 686 polygons (triangles) for LoD0 with plenty of room to take it down to below 600 for L0D1. There are a few areas I could reduce and reuse those polygons in curved areas.
The most interesting is HOW and WHERE does SI store the polygon's "mirrored flag"? Neither Freezing nor any other operations (known to me) makes "mirrored" polygon normal! That's real question :)
1. used decimate to get it to 3000 polygones...like i wrote ;) ...but with the straight neck you are right ;) 2. done that with the smooth modifier i think it adds polygones if im not completely wrong :)
Read up on sub-d modelling practices, while not strictly needed for polygonal modeling the challenges they face and the solutions they use can be quite the education on how to create and manage shapes even with polygons.
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Thanks for the comment. It was made for a class project, and we could only use 3000 Polygons MAX. I have an untextured one that has 20,000 polygons, that matches the ship in the picture.
Good work, Jason. I agree with Bek. If I were you, I might use polygons for 3D silhouette. If the polygons don't change the silhouette, don't hasitate to delete it. :)
The Lamina Face option somethime is a bit buggy.. instead of checking as first option "cleanup matching polygons" use "Select matching polygons" and than delete it manually.. should work..! ;)
usually the shell would be less dense and a lot of polygons are spent on headlights, wheels, interior and stuff instead. But in this case it should be no problem since it's not a game model. Just keep in mind: more polygons ≠ better !