Thread: detailing help
View Single Post
Old 24th March 2006, 12:45 PM   #10
Stiglr
Senior Member
Professional user
 
Stiglr's Avatar
 
Join Date: Feb 2004
Location: Portland, OR
Posts: 604
Default

Actually, the detail stuff starts before you create the first object or poly.

You should always have a poly count in mind before you start a project (or at least recognize when you may not have any kind of poly limit). Then, depending on how strict/severe that limit is, that will help you plan where to put the detail, and where to skimp and rely on the texture to trick the eye and add the illusion of detail.

I model primarily for an online flight sim, and because the objects have to fly and fight, and be animated without slowing the application down to slideshow speed, there are limits to how much detail I can put in the object. So, I had to learn pretty fast where the detail mattered, and some tactics and techniques that help me maximize and minimize poly count in specific areas.

Also, as I progressed, I was glad I always saved my models, no matter how crappy they were, because now I can go back to them, a year later or so, and see the mistakes I made back then that cost polys.
__________________
Flight Sim Project Contributor

My Gaming Rig:
i5 2500K Quad-Core CPU at 3.3GHz
MSI P67A-C43 mobo
4GB of PC12800 DDR3 memory
Windows 7
1GB Galaxy GeForce GTX550 Ti video card GeForce 270.61 drivers (4/2011)
Cougar joystick/throttle combo
CH Pedals
Stiglr is offline   Reply With Quote