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| Work in Progress: Video Game and Real-Time Show your lowpoly or game models here that you are working on |
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The definition on wikipedia
![]() Low poly is a term used by videogame creators, players and journalists alike to describe a three-dimensional computer generated character or object that appears to be lacking in polygons. In computer technology, polygons are what designers typically use to create any three-dimensional object that is output to the screen. The polygons are usually triangles. The more triangles that are used to create an object, the more detailed it will appear, but the more computing power it will take to render the object. Because of this, designers of videogames often have to be creative or cut corners with their polygon budget (the number of polygons that can be rendered per frame in a scene). This leads to objects that are often described as being low poly. Objects that are said to be low poly often appear blocky (such as square heads) and lacking in detail (such as no individual fingers). Objects that are supposed to be circular or spherical are most obviously low poly, as the number of triangles needed to make a circle is high relative to other shapes since they contain no straight lines, and polygons are made of straight lines. The low poly issue is mostly confined to videogames and other software that the user manipulates in real time, e.g. the parts of a game that are playable. Low poly and polygon budgets are not an issue in, for example, computer-generated imagery effects like Gollum from The Lord of the Rings films or the entirety of Pixar animated films because they are created on large networks of computers called render farms. Each frame can take hours to create, despite the enormous computer power involved. This is why FMV sequences in videogames look so much better than the games themselves. Low poly is a phrase which is used relative to the time it is released. As computing power inevitably increases, the number of polygons that can be used increases as well. For example, Super Mario 64 would be considered low poly today, but was considered a stunning achievement when it was released in 1996. Btw I LOVE YOUR CAR MAN! |
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holy sht dude... i asked for that didn't i.... lol... thanks man i'll try to finish reading it now. lol
![]() ok now i've finished and there you have it... there is no actual quantity relating to the term low poly so my car is low poly... i think... just read that thing above and take whatever meaning you want from it. cheers RS... you are always a man of infinite wisdom. :] Last edited by nzjimmy2001 : 10-03-2007 at 04:57 AM. |
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I really like this, what`s the polycount so far? One thing I´m trying to follow when I´m modeling is that circular objects that have smaller radius than some other circular objects should have less/same amount of polies than the bigger ones in their edge loop. What`s the point of making the headlight "tubes " so round if your blinker is more boxier? The headlight look very good but highpoly aswell (but maybe they aren`t, wire or polycount number would help)
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Really great work so far. It looks like it didn't take you long to get the hang of making a game model.
BTW, are you using a specular material in the viewport to check for flaws with the normals? ![]() WIPs: KTM X-Bow Lamborghini Countach 25th Anniversario (preview video)(gameplay video) Lamborghini Murciélago and LP640 (on hold) Lamborghini Gallardo Sypder (on hold) |
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thanks guys. i appreciate the comments.
@ tonn: i think the lights were 25,000 tris by themselves without the indicator... way too high i know... the cylinder was about 36 sides... that would account for its roundness. still is modelled low poly style tho. (just too high low poly...lol) ![]() @ masakari: well to be honest i started on 2 cars doing low poly before this one... had to can both projects as i got very frustrated and made big mistakes... getting the hang of it now. i use this blue colour coz i find it is very easy to spot bumps / flaws for me... easier than with a highly specular material. but there are no flaws on this one... joking. i can see right now that my indicator needs a little tweak. @ catlin: cheers mate. Last edited by nzjimmy2001 : 10-15-2007 at 05:09 PM. |
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cheers guys :]
@ Silent][Moebius : yip, the polycount prob is getting a bit high... i agree with ya there. the headlights should be redone really using less sides on my cylinders, etc. i may do that eventually. for the body... it won't be too difficult to do some edge loop removal to knock it back if i really had to. cheers mate. just to put the M3 poly count in perspective... my high poly challenger as it last stood, no interior, 95% exterior completed is...( i only just checked and it kinda surprised me) a crazy 8,656,616 tris!! is this a normal figure? i was expecting maybe around the 2 million... but anyhow my point is that a poly figure around say 100,000 - 200,000 tris (ballpark estimate for my M3 when complete) is alot more game friendly. :] |
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Hey man i really like the hood nice attempt, however check the bottom half of the bumper some edges are a little bumpy. If you look at the sharp corner on your intake hole you see a pinch there. Fix it and it'll look lovely as the hood
.![]() I.L.M.4.E
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Quote:
![]() ![]() I'm a Prefectionist |
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lookin' very nice.
![]() Keith (MyersGRFX) Myers MG-Motorsports<br />Site Owner/Admin/Painter http://www.mg-motorsports.net WIP: 29 Chevy Pickup (Custom Street Rod) - http://www.smcars.net/forums/work-pr...treet-rod.html |
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thanks KMyers-MG
ok the long weekend has given me some motivation to get some work done on this thing. so i've started on the side and the rim. i'm doing the uk version coz it has cool rims unlike the other version whose rims are a bit plain in my opinion. tris are @ 63,338 total. oh i also fixed that pinch and the bumpy edges 300zx was talkin about... i think... tooka guess at which bits he meant. ![]() Last edited by nzjimmy2001 : 10-20-2007 at 05:35 AM. |
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