lolgast Posted November 6, 2009 Share Posted November 6, 2009 This is my first ever model, it's supposed to be a makeshift grenade but the texture will clarify that. And I need to know how many polys are acceptable. At the moment it got 1220 polys and 1286 points. Should I reduce it or is it fine? Here are 2 screenies:http://img687.imageshack.us/img687/8986/zbrushdocumentwireframe.png http://img149.imageshack.us/img149/9786/zbrushdocument.png Link to comment Share on other sites More sharing options...
SpeedyB64 Posted November 6, 2009 Share Posted November 6, 2009 The frag grenade in the game has 1395 points in total. I might lower the number of sections around the round part, but overall it looks reasonable to me. Link to comment Share on other sites More sharing options...
lolgast Posted November 6, 2009 Author Share Posted November 6, 2009 Ok thanks for the advice :)Now I just have to learn how to Uv-map Link to comment Share on other sites More sharing options...
Tony the Wookie Posted November 6, 2009 Share Posted November 6, 2009 good news :) cylinders are easy to unwrap Link to comment Share on other sites More sharing options...
jackpack Posted November 7, 2009 Share Posted November 7, 2009 Ok thanks for the advice :)Now I just have to learn how to Uv-map there a good tut hear on how to make uv's. http://www.f3underground.com/topic/172-cre...ures-with-gimp/ Link to comment Share on other sites More sharing options...
Nagaoka Posted November 7, 2009 Share Posted November 7, 2009 The frag grenade in the game has 1395 points in total. I might lower the number of sections around the round part, but overall it looks reasonable to me. Did it? I looked at the frag grenade in max and while it did have around that many vertices, the polygon count was 822. That's in tris. In quads that's around 411 polygons. The pulse grenade had around 1000+ and the plasma grenade was twice that. The latter two were much more detailed though. Still though, you should cut down on the amount of polys you're using to make it round. A normal map can help with that if necessary, but otherwise it'll look round enough in the game with much less. Also there's a bit too many horizontal lines down the main cylindrical part that don't seem very necessary. Unless it's shaping the form, it's not needed. Link to comment Share on other sites More sharing options...
TheChan Posted November 7, 2009 Share Posted November 7, 2009 Most of the horizontal lines are completely unnecessary, although one grenade isn't going to make much of a difference. Link to comment Share on other sites More sharing options...
jaysus Posted November 7, 2009 Share Posted November 7, 2009 Also there's a bit too many horizontal lines down the main cylindrical part that don't seem very necessary. Unless it's shaping the form, it's not needed. right... too many unnecessary horizontal lines... create a low poly version from the start ("initialize" is your friend before you tunr it into a 3dpolymesh) or you could for example export it to max or blender, reduce the polycount and import the reduced mesh back into zbrush while having your model loaded on the lowest subD level or you could use zbrushs retopo tool to do just that Link to comment Share on other sites More sharing options...
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