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Basically you can break it down into two different methods of thinking when modelling.
For Highpoly, you only concern yourself if you get the shape of the car right, and not how efficient your polygon usage is. You also will most likely only work with materials and not "real" textures like on a lowpoly mesh. The polycount doesn't have a limit for this one.
For Lowpoly, your main concern is getting the shape right while having the lowest possible polygoncount. Good lowpoly models are also completely mapped and textured, so you don't have to model small details and stuff.
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