To All Modelers:
IcELoRD-2010
Join Date: 2003-04-14 Member: 15478Members
<div class="IPBDescription">An important question!!!</div> I have thougt about somthin:
When u guys make your models, cant u then make two versions?
I mean: One Hi-Poly and one Lo-Poly...
I have a monstrous mashine and im dissapointed that its not in use! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> I mean:
When a Supernice model gets polied down, just to be nice to the
"low-machine players" Its just so saad i think!
What do you mean? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
When u guys make your models, cant u then make two versions?
I mean: One Hi-Poly and one Lo-Poly...
I have a monstrous mashine and im dissapointed that its not in use! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> I mean:
When a Supernice model gets polied down, just to be nice to the
"low-machine players" Its just so saad i think!
What do you mean? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Comments
Besides, there's something elegant and skillful about a well-made and attractive low-ish poly model.
(and what it looks like, also on the hydra).... Remember to backup them AND upload them both!
Pleez!!! I know that itza good challenge to reduce the models as much as possible but:
-:Reducing polies on a model: (almost every time means) --> :reducing the beautiness:
And thats not always good!!!
Hi-poly are easy and hard to do. They're easy to do because some programs like 3dsmax5 allow for near instantaneous shifts in complexity levels - make a nice hi-poly model, apply a single modifier to drastically reduce the polygon count. However, these models must then be re-attached to the skeleton and re-mapped to fit the skinmap. While those of us who work purely in 1 program (I only work in Max, for instance) may have some of those tasks at least semi-automated by the software, those people who mesh, unwrap, and animate in different programs are pretty much out of luck.
Considering that skinmapping and skeleton assignment are the two most thankless parts of modeling (IMO), asking every modeler to do them *twice* is a little much.
On a side note, the default NS models are all fairly low-poly. I think Cory has shown very clearly the value of a good skin... details left out of the model itself can be more than adequately made up for in a really good skin. Personally, I'm going to continue to keep my NS models fairly low-poly so everyone can use them. I'll likely do some hi-poly modeling in the future (I'd love to see <a href='http://www.princeton.edu/~danj/shiny/droid-color.jpg' target='_blank'>this guy</a> as a nice hi-poly model), but it will likely be for UT2k3, and not for HL or NS.