maclean opened this issue on Mar 14, 2003 ยท 14 posts
maclean posted Sat, 15 March 2003 at 9:25 AM
'i downloaded a couple of your hats from 3dcommune, long ago' Well, poppi, thanks for the nice words, but that WAS long ago, at least in modelling terms. What I've learnt in the past year makes me embarrassed to think of some of the things I posted before. But the only way to learn is to do it. I did freebies for 2 years before attempting to sell anything, and for the last year haven't posted anything at all. Mainly because I'm trying to get it right first. So, if you add a year or 2 of experiments to the hats, you'll get an idea of what the difference could be. I've found that low poly counts can be achieved by just taking the trouble to try each piece out and see how it works. In 3d max anyway, if you're making a door or other square object, it doesn't need 10 or 20 segments per side, (unless you want to bend it in the middle!), so you can use 1 seg per side, cut down the size, and, as long as it works with the morphs, it'll be fine. I make things, add the morphs, try a texture and if it works, fine. A high poly count usually comes with curved objects, but you can get round that too by trying each piece to find the right balance. Mind you, I only make inanimate objects. I wouldn't know where to start with the human body. I have huge respect for people who can make characters. But maybe one day... Anyway, for now, my philosophy is this. There are so many people like Jim Burton, Nerd, etc, who do make great characters, but where are you going to put them? In a temple? Well, we've all seen what that can lead to. LOL. So I'm sticking to creating places they can live in. mac