Couple Questions

KastroKastro Join Date: 2002-11-16 Member: 8888Members
<div class="IPBDescription">about modeling</div> hi, im starting to learn how to model for halflife and i was wondering how many polygons should i be shooting for. here is what i got so far =\
<a href='http://kastro.hypermart.net/rot/WIP-new_skulk.jpg' target='_blank'>http://kastro.hypermart.net/rot/WIP-new_skulk.jpg</a>
(thats supposed to be a back leg in the pic btw haha.)

as u can see it has 116 triangles atm. i just dont know if i should start cutting back on the details or what.

PS. any tips or constructive critism would be great.

Comments

  • SnO0PySnO0Py Join Date: 2003-02-27 Member: 14092Members
    edited April 2003
    Try not to go over 1000. If you can get it under 900.
    Nice leg.

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    A good rule of thumb is to aim for the polygon count of whatever it is you're replacing. In this case, the skulk has 986 polys. You've probably got a bit more detail than you need.
Sign In or Register to comment.