Torador
10-31-2007, 01:40 AM
Recently, I've scaled my work back a bit and tried to make some models that would be for a game on the Nintendo DS - to be precise, a hypothetical 3D version of Advance Wars.
I modelled a tank in a relatively high-poly fashion, then reduced it down to under 350polys and textured it without any trouble.
Then I moved onto modelling a helicopter, and the problem is, it's an inherently more complex shape than a boxy tank. I've finished the high(er) poly model, and it came up to a thousand or so, and at the moment I'm working on reducing the count.
Sorry for the extensive backstory, but it's relevent to the question.
What I want to know is, when working with low-poly stuff, especially stuff that will be displayed without lighting in-game (as real-time lighting probably wouldn't be present), is it necessary to maintain good topology discipline?
When I was in college, I always had it drummed into me - no triangles, no higher order polygons, everything must be quads, every edge loop must be complete, etc. However, I'm finding it hard to model this chopper in such a low-poly fashion whilst maintaining this discipline.
Can anyone tell me how important this is?
I modelled a tank in a relatively high-poly fashion, then reduced it down to under 350polys and textured it without any trouble.
Then I moved onto modelling a helicopter, and the problem is, it's an inherently more complex shape than a boxy tank. I've finished the high(er) poly model, and it came up to a thousand or so, and at the moment I'm working on reducing the count.
Sorry for the extensive backstory, but it's relevent to the question.
What I want to know is, when working with low-poly stuff, especially stuff that will be displayed without lighting in-game (as real-time lighting probably wouldn't be present), is it necessary to maintain good topology discipline?
When I was in college, I always had it drummed into me - no triangles, no higher order polygons, everything must be quads, every edge loop must be complete, etc. However, I'm finding it hard to model this chopper in such a low-poly fashion whilst maintaining this discipline.
Can anyone tell me how important this is?
