Hey, i was just wondering how i know if a model has too many polys because i made an axe and a baseball bat, and i feel like they have too many polys of their kind, so.
Here’s the picture’s, different views
Also i appreciate any tips on making them better. At the end of the Axe handle i got a problem because i’m not sure how i should make that end i can’t figure it
You didn’t mention what the intented purpose for these models are so no one can tell if it’s too much or not. Only the polygon count is visible, you’re not showing the wireframe nor modifiers so can’t tell how the models are constructed.
Dropbox site that includes the images is crap with its javascript. Please link to the images themselves instead with dropboxusercontent.com domain, or use pasteall.org. You can also take a screenshot in Blender (window menu -> take screenshot) and leave unnecessary areas off. Of course if you upload one .blend file which contains both objects, you can tackle everything in one go.
Sorry, i forgot to mention what it was for A FPS game so the weapon is pretty close to the player camera. I don’t have any modifiers on either of them because i’m not sure what to use, i’m still learning.
The game should have level of detail (LOD) mentioned somewhere. That would give you a clear answer.
With given information, this is what I’m thinking:
Since it’s for a game, it’s going to be triangulated anyway and you could save some polygons by using triangles and making sure the contours of the model are good enough from the distance it’s seen. You might be able to reduce this even further since the angle between polygons is low length-wise on the handle, and shading will hide that.
Normal mapping doesn’t have an effect on the contours of the model but it would help to make it appear more high poly than it really is.
Hardware can move quite a lot of geometry nowadays so games won’t fall on their faces because of few extra polygons, so you might not want to start optimizing the geometry triangle by triangle for a main prop like this. You could probably use quads for modeling and maybe even n-gons after that to clear unnecessary faces. Those are triangulated anyway and it’s the end result that matters. You could use triangulate modifier to see the triangulation result in object mode.
If you’re going to bake textures however, you want to make a backup and then triangulate the model itself before baking. That ensures that when the model leaves Blender with its textures, triangulation is the same in the game as it was when you made it. If the triangulation changes after baking, baked textures don’t match the geometry they’re then displayed on.
That is very informative, thank you very much. My axe and baseball bat looks alot prettier now, this is super awesome i’m so excited for the next model