Hey everybody, I apologize if this question is in the wrong section.
My friend and I are trying to create graphics for a phone game. This is kind of new territory for us so we’re learning as we go. One thing we want to try to do is make sure there isn’t any slow down or lag on the game. For demos sake, this is a model we want to test.
I apologize for the ugliness, but I want this to illustrate my point.
With the lighting being what it was, the shadows on this particular model look, rough… especially the triangle-like lines in the meshes middle (front) and the weird triangle lighting pattern on the back. It also looks kind of rough on the outside. as well. It has only 1 subsurf on a circle model with only 10 sides originally. This may be oversimplifying the geometry, but I want to keep the faces down as there can be up to 25 of these on a screen at any given time.
If this is the geometry we would be limited to on a phone. Is there any way we can smooth this out, or is there just not enough vertices to do so? Would it just be a trick of maybe good texturing or lighting? Or is this just way too simple a mesh to make look good at the amount of vertices it has? I confess, I’m not sure what a phone can handle in those regards (if anyone has any sources they can provide for learning this stuff, I’d greatly appreciate it).
Note: the back looks exceptionally bad, but I did try to both recalculate normals, and flip normals at one point… hopefully that didn’t make contribute to the ugliness.