So, I'm constructing a sci-fi gun for my space marine. I just finished baking the high polygon mesh and added a basic color. Just wanted to get some feedback before I start on the diffuse map. This first image in gray is the high polygon mesh. The second is the low polygon with the normal and an AO map. Thanks! :)
It depends. It always depends. http://www.rsart.co.uk/2006/11/20/how-many-polygons-in-a-piece-of-string/ http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/ http://wiki.polycount.com/PolygonCount?action=show&redirect=Polygon+Count#Typical_Triangle_Counts
Mesh works with triangles. A triangle is a 3 sided polygon. Poly works with polygons, with any number of sides. Internally, each polygon is still made from triangles, but the trianglesness is hidden from the user. Instead of seeng a square as 2 triangles, they see it as a square.
Each toe has as much, if not even more, polygons than the rest of the foot. I'd guess that this is too dense. As far as I'm aware of it you want to get an even polygon distribution over your whole mesh. Meaning that smaller details have less polygons and vice versa.
Congrats on finishing your piece @Vastra ! While the visuals are not very 2025, there's a cohesion in the look that reminds me of PS3 graphics and it somehow works for me. I feel you could add geometry to the walls to attempt the "room carved into rock" look the concept has. I can see you tried something like that with the…
Zbrush and Maya simply display polygons differently. You have two identical decimated models. If you want it to look better, then, you'll have to up the number of polygons... For an object like that I wouldn't be too shy with polygons, Maya can handle a lot :)
Ok. I remembered that once time I fixed this problem with splitting all of my polygons of this mesh. This time ... it didn't work. I kinda get crazy. They are not connected polygons and they still look like everywhere are softedges. But if I move one polygon from mesh, it looks like this: It is ridicoulus ...
You can select polygons by vertex count. On the right, go to Lists > Statistics > Polygons > By Vertex > hit the little + beside 2, to select all 2-point polygons (or enter the command "select.polygon set vertex psubdiv 2"). Then you can just delete them.
Most likely if you are not adding a crazy amount of polygons and your polygons are not crazy small in screen space, then yes, go for it, It really helps the models. I think the expected number is less than 750 polygons and its free for console level UDK type stuff.