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View Full Version : Architecture - what's the right amount of detail?


BMunchausen
11-24-2005, 09:36 PM
Hi there all...

I'm hoping someone can look at this and help me. I submitted something a week or two ago that I was working on and I'm still struggling with the same problem. I can't tell how much detail/how many mesh lines I need on my building model. I've gotten conflicting advice - some people say since it's for a game environment, that I need to keep the mesh closed, some say open is ok. Some say I should make all detail additions run throughout the model in order to keep the mesh consistent, others say I should delete a lot of my mesh lines and only leave them where the most detail is meant to be.

I'm extending my poll here I guess, and hoping some of you won't mind chiming in because I can't tell if I'm doing at all the right thing here. Looking at this model here, am I putting in enough mesh lines throughout the model, not enough of them, the right amount? If I'm going too low or too high, would anyone mind pointing out (like with photoshop) where I could eliminate or add more cuts?

Thanks so much. This is really hard to do on your own! :)

de_tomato
11-25-2005, 02:49 AM
Since it was for game enviroment, its best to keep it as simple as possible. You cheat the details with textures. From the image, you should optimized some of the poly on the wall. But if your game engine require vertex lighting, then you might need to break up the polys to where the vertex will receive light.

Whether to keep yr mesh open or closed, I dont see whats the problem with keeping it open, unless its expose to the players view. Save as much polys as you can.

BMunchausen
11-25-2005, 10:13 PM
Thanks for answering. I really appreciate it.

Looks like I might have asked for too much or something that seemed rude to people perhaps? Since I've had 63 views and one answer? Maybe I shouldn't have asked for a paintoverish kind of thing but I was just hoping maybe someone would even just tell me if I'm putting in too much overall detail or not enough. Oh well...back to the drawing - er...modeling board!

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11-25-2005, 10:13 PM
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