Reply To: [ENDED] BC1-1801 – January Class Homepage – Getting Started with 3D Modeling & Blender

Forum Archive [ENDED] BC1-1801 – January Class Homepage – Getting Started with 3D Modeling & Blender Reply To: [ENDED] BC1-1801 – January Class Homepage – Getting Started with 3D Modeling & Blender

#32461
Kent Trammell
Participant
    1. Essentially yes. You only have to worry about polycount in the sense of avoiding way too many polygons. Blender sculptors in general need to stay below the several-million polygon amounts in order to avoid lag (computer slowing down). But it’s not hard to stay below that amount, in which case there’s little-to-no worrying about the polycount.

      But the joy of sculpting is you can 95% focus on just the shape of the model rather than the structure of the mesh.

    2. Exactly. Retopology is 100% about mesh structure since you get the shape for free from the sculpture. I find that my models are much higher quality both in form and structure when I sculpt + retopo, especially for organic shapes (human characters, creatures, etc)
    3. There’s not a clear answer for this since it widely varies depending on the platform. For example, a mobile game will require lower poly counts for models compared to a console/PC game. To give you a number though, I landed on 20K polygons for the robot character in our first-person-shooter we’re making. It’s kind of a mid-range polycount between mobile and console.
    4. There is no holding edges in low-poly models since it doesn’t use a subsurf modifier. However for low-poly models, it’s common to set certain edges to appear “hard” while others appear smooth. No holding edges involved, just adjusting normals for effect. I go over all this in great detail in the robot modeling course.