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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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  #21 (permalink)  
Old 10-03-2007
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nzjimmy2001 nzjimmy2001 is offline
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is there an actual definition for low poly?.... i'm not sure there is... if someone knows of one then it'd be great if they could point it out.
anyways i have a friend who is in the car model biz for a living (a VERY good living i am guessing) and he refers to low poly as being "hand smoothed" rather than using turbosmooth for example in max. (turbosmooth adds thousands of polys to your mesh if you didn't realize this) then it just a matter of what your poly limit is to be for whatever platform you are producing your model for. so i see it from his viewpoint and this is why i call my model low poly.

thanks mp5, venom800tt.
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  #22 (permalink)  
Old 10-03-2007
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Poltavskiy Poltavskiy is offline
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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.


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  #23 (permalink)  
Old 10-03-2007
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nzjimmy2001 nzjimmy2001 is offline
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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 03:57 AM.
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Old 10-15-2007
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ok... been slow progress but i have an update. finished the lights.


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Old 10-15-2007
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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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  #26 (permalink)  
Old 10-15-2007
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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?
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  #27 (permalink)  
Old 10-15-2007
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Yeah,great progress looking really nice.Very smooth


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  #28 (permalink)  
Old 10-15-2007
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nzjimmy2001 nzjimmy2001 is offline
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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 04:09 PM.
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  #29 (permalink)  
Old 10-16-2007
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the poly count is going to be rediculous when this monster is done i mean this is about 1/3 of the car, not counting the interior

nice job man!

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  #30 (permalink)  
Old 10-16-2007
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agree with ya Silent.. it will be like high poly

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