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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?

ansemsnobody
10-31-2007, 04:15 AM
If I were you I would not highpoly model first: instead, I would

Box Model the tank and helicopter( Start with a box and extrude faces to get the basic outline that you want.) Use smoothing groups to keep it smooth looking, and don’t use more polygons then you need to get the basic shape.



As for keeping a good topology, I don't think shapes like n-gons and other oddities work well on the DS; although, I could be wrong as I don't work with the DS...



Anyway...Optimizing a highpoly mesh is more work then it is worth, so just try and start lowpoly and look at DS screenshots to get an Idea of how they make objects out of simple shapes.



I am no expert, so forgive me if I have misinformation in this post.

RSingh
10-31-2007, 08:44 AM
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?

Actually, it's quite the opposite. When there's no lighting in-game and no deformations (like bones), it means that only two things matter: The silhouette, and the texture. Use triangles as you see fit. For the most part. Certainly specific engines & platforms have their quirks. Some of the DS's are mentioned in threads below.

I agree about starting with a simple shape & building up. Also might help if, before you start modeling, you think about the shape you want and how to efficiently produce it.

Regarding modeling for the DS, check out these threads:

Nintendo DS characters and questions (http://forums.cgsociety.org/showthread.php?f=39&t=552584)

lowpoly cellphone/DS game models (http://forums.cgsociety.org/showthread.php?f=39&t=443434) -- this thread had a perfect example of a low-poly helicopter, but it looks like the images went down. Still might be worth a read.

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