Anyone uses blender that could give me some tips?

Hey, i was just wondering how i know if a model has too many polys because i made an axe and a baseball bat, and i feel like they have too many polys of their kind, so.
Here’s the picture’s, different views

======================Axe========================= ===



Dropbox - Error - Simplify your life This is in wireframe

======================Baseball bat======================


Dropbox - Error - Simplify your life This is in wireframe

Also i appreciate any tips on making them better. At the end of the Axe handle i got a problem because i’m not sure how i should make that end i can’t figure it, and i don’t have any modifiers on either of them because i’m not sure what to use. Also this is for a FPS game

Most of those links are broken

the axe looks fine not to many polygons

the bat you could perhaps remove every second loop along its length as shading smoothing will make it look round enough… but you decide …

edit: yes all links except the wireframes are broken, why dont you just attach the images in this thread directly?

Sorry links are fixed now

it doesn’t look like it has a ridiculous amount, but this depends what your target is. ask yourself what platform you’re targeting, are these background objects, weapons, are there going to be many of these on screen at a time, just one, or millions etc.

Wow what a difference that looks great didn’t knew you could do that without increasing polygons :stuck_out_tongue:
Now the polygons is only around 434 and it looks like that

1551118--90948--$Difference.PNG

Not sure why i didn’t attach the images

Then how do i calculate how much?
so the weapons that the enemies have should not be so much detailed, and then the same with the background objects like props?

cool , you can read up on this for extending your knowledge of these 3d techniques.

Without smoothing its normally referred to as flat shading , the smoothing is phong shading :

There is a limit to the angle between each face connected to the edge I think its default is 60 degrees , past that phong shading fails to render well and you get darkened areas around the edge. In such situations you have two options if you want it to be smooth you need to create more loops at the edge to divide the transition up so then it will shade without the darkened errors or if you actually require a hard edge you need to split the edge so that each face has its own vertices at the edge. A split edge will not permit smoothing to occur between the faces.

Well for interests sake in most AAA FPS games they use LOD on most models so :

http://en.wikipedia.org/wiki/Level_of_detail

This means when something is further away the geometry is swapped with lower poly versions. Unity has LOD features but I think its only available in the Pro version.

This is how polygon count, performance and rendering is handled professionally.

That sounds interesting, i’ve seen a couple of LOD assets on assetstore