PDA

View Full Version : Very Confused - Why!?


MidnightRaven
02-19-2006, 04:17 PM
I have been working on Lightwave tutorials and obviously they tell you how many polygons etc you need....but I dont understand why? Why do you need that amount?

How do I work out how many polygons I need when I create something from scratch?

Also when creating a body, do you do each part seperatly and then attatch them together or branch it all from the main torso?

I'm guessing the less polygons you have the better.

I did a Escape Studios Leaner Day, where we created a hand. We started with a cube 7 polygons across and three deep. She said that polygons 1, 3, 5 and 7 were used for the fingers and the three inbetween were the spaces between the fingers. This made sense to me so would it work say if you were producing a female torso, you would have three polygons on the y axis for the neck/space between the legs, and then the two either side for the breasts? lol does that make sense at all?!?

Nina

Wrothgarr
02-19-2006, 09:40 PM
"I'm guessing the less polygons you have the better."

It depends how much detail you want. The aim is not to just keep the poly count low, but to make the most use out of the polygons that you do use. Unless you are given a strict poly limit, then work with as many polygons as you feel is necessary to create the desired detail.
Obviously don't waste polygons where detail is needed, but also think about animation aswell, putting more polygons in places that will bend etc. (that is if you are doing an animation of course)

"I did a Escape Studios Leaner Day, where we created a hand. We started with a cube 7 polygons across and three deep. She said that polygons 1, 3, 5 and 7 were used for the fingers and the three inbetween were the spaces between the fingers. This made sense to me so would it work say if you were producing a female torso, you would have three polygons on the y axis for the neck/space between the legs, and then the two either side for the breasts? lol does that make sense at all?!?"

This is fine. You can always add/remove polygons further down the line if you feel an area is wasting polys, and you can also add polys and edgeloops where you think there needs to be more detail.

"Also when creating a body, do you do each part seperatly and then attatch them together or branch it all from the main torso?"

It depends on the methodology you use in which to create the body, of which there are many. Main factors for considering modeling a body part seperately are:
-whether another part of the body is in the way
-if the body part is a particular rotation in which the world axes are not useful, in which it would be better to model the part and then rotate and attach it to the body later (common for hands)

Additionally, it might help you to have a look at some topology pictures to get a general idea for poly counts and poly sizes in certain areas of body models.

Oh, and make sure you keep to quads aswell. Always be aware of that when adding/deleting polys/edges/vertices.

newellteapot
02-20-2006, 09:04 PM
hi! din't acutally know if I can say this on the forum, as it is like advertising, but there's like 8 pages on this month's 3D world on human modeling, written by Scott Eaton (Escape Studios).

It should help you clear some of your doubts.

cheers

Monica

MidnightRaven
02-21-2006, 10:48 PM
ah brillaint, ill get myself a copy, cheers for that

CGTalk Moderation
02-21-2006, 10:48 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.