Forum: 3D Modeling


Subject: low poly vs high poly detail vs getting by

TRAVISB opened this issue on Dec 05, 2001 ยท 19 posts


Tephladon posted Fri, 07 December 2001 at 10:47 AM

I beg to differ with both LD and Trav. With the advent of nurbs, Low Poly modelling is becomming more the current trend of things. You can get as much detail using nurbs modeling a human than you can with a high poly model. The thing is technique. As we look at your wireframes Travis, your models are very dense from start to finish. Others on the other hand are dense only in the places where they are needed and less dense in the more smooth areas. This can cut your polycount by over 60%. As the hardware gets more powerful, well so are the effects. Add radiosity to a render of 1000000 polygons, then the pixel filler, and then textures on top of that you be waiting hours even on a 2 gig system. Then if it is an animation, well forget it! Not even productive. However, have someone design smart models using nurbs, and your can cut that time down. Even Phil Tippets studios have moved to low poly nurbs models because of the amount of detail at the reduced cost to bandwidth. Projects can be rendered faster and move a bit quicker, this also opens up room for more effects etc.... My system will handle high poly models, but I figure it is redundant. There also the equation of realism. Take a human model for instance. Humans are not as defined as the comic book characters. We only see that much definition on a real human when the environment is favorable. Take a body builder. They oil their skin and stand under a scheme of lights to make their muscles look much deep than they really are. Nowadays, people are getting more into the big picture. At that is what is all comes down to in the end. How to get to the end image is often neglected here at renderosity, But how to get there is the most important part of any production, because without how, you may never get to the end. I prefer to be subtle when modeling orgranics. It adds a touch of realism in my eyes. Travis, you are an extremely detailed modeler, but your polycount could be greatly reduced by altering your technique.