Pretty nice. I like your screw part the best, very solid. Did you just use a helix for yours? That's what I did, and removed the inner ring to save poly count. I also only did mine 3-sided. Also, there are a LOT of places on that that you could have saved polys by lowering the count on your cylinders and using an edge smoothing. Another note, if you extruded from a cylinder, that adds a LOT of extra unnecessary faces.
Thank you, Jamie. I did almost the exact same thing for my threads that you did except I used a 4-sided helix deleting the inner faces. I did not take into account my poly count because this would most likely only be used in Normal map generation.
I am a passionate and driven person, especially when it comes to my work. I love modeling environments and the assets that fill them. I have recently been more and more excited about texturing and lighting.
Pretty nice. I like your screw part the best, very solid. Did you just use a helix for yours? That's what I did, and removed the inner ring to save poly count. I also only did mine 3-sided. Also, there are a LOT of places on that that you could have saved polys by lowering the count on your cylinders and using an edge smoothing. Another note, if you extruded from a cylinder, that adds a LOT of extra unnecessary faces.
ReplyDeleteThank you, Jamie. I did almost the exact same thing for my threads that you did except I used a 4-sided helix deleting the inner faces. I did not take into account my poly count because this would most likely only be used in Normal map generation.
ReplyDeleteGood point, in high poly, the topology and count doesn't matter!
ReplyDelete