So I’ve got these shoes I made yesterday and I am trying to retopo them, just to get some practice in with my retopo skills, I wanted to attempt Bsurfaces for retopo but I decided against it for this object, I am just not ready for that. Anyhow I have gotten this far, and wanted to see any recommendations for making it smoother or use less faces etc.
Sitting at 1920 tris, Would like to go down to a lot lower if possible. If the interior is deleted where the characters foot will rest its about 1520 tris… Now x2 thats 3040 tris which is still pretty bad for a game characters shoes… I suppose I could remove more geometry and let the textures take care of it? Opinions and solutions? Tips? General help!
Yeah, you could definitely accomplish the same shape with far less geometry. Your edge flow looks pretty good, so I would try to maintain that where you can. Take the toes for instance. On each side of the center, it looks like you have five edge loops across running from the tip to the gap on the side of the shoe. Then you have three edge loops crossing that, making 15 faces, 30 in total for the whole toe area. You could get the same shape with one edge loop in either direction to make the corner for the gap, then one more to define the shape, cutting the geometry about in half. In fact, once that’s done, you could probably nix the edge loop that runs down the top center of the shoe entirely, again removing half an entire region’s geometry.
Looking at the strappy areas, you again have more than you need. Even if this were not a game model, I wouldn’t use that many polygons around the ankle strap unless I really needed to see a lot of detail. The number of polygons you’ve got on the heel is similarly unnecessary.
I suspect these shoes could be accomplished with no more than 1/4 the number of polys you’re currently using, especially for a game. How much detailed visibility will they even get in the game? Will they get close-up attention, or always be an entire human’s height away from the camera? If that’s all, you can probably cut the poly count down even further.