modelling loads of low poly holes?

Hello does anyone know how you’d model multiple holes into an object while keeping low poly and I specifically mean model ant not bump or texture,nothing like that please. And also a time efficient way please.

I want to know how you’d do it inside a ringed shape please see image to get a better idea of what I’m asking, it’s supposed to be a sports car light how do i get those multiple holes time efficiently and in an organic shape like this headlight:


Use an alpha map to define the opening and a normal map to give it some definition.

http://docs.unity3d.com/Documentation/Components/shader-TransBumpedSpecular.html


can be done with an array ~ curve modifier (subD if required )
but its NOT low poly :wink:
(excuse the poor pic I didn’t square up the edges :frowning: properly)

best is to use the above advice

great that’s really useful thanks to both of u