My First 3D Model

This is the first 3d model I have made. I used AutoDesk 3DS Max.
Feedback? :slight_smile:



What is it?Looks a bit too high poly for pretty simple object.

A trash can xD

Try reducing the ploy count by about 9000. Right now it’s too high poly to be used as a regular prop that will appear often.

I cant seem to revert back though, :l All I get is the option to edit verticies, etc. Not actually set the number.

I didn’t think 3DS Max supports multiple-resolution meshes. Retopologize it for a lower poly count. I see how it can be done in about 145 polygons.

Retopologize? Also I think i am going to redo it in blender.

Edit: Cut a few things out, took out over 6,000 polys.

New poly count, same exact model (just not probool’ed)

That’s one serious trashcan. :slight_smile:

Can we see your wire. Also, is that shelled?

brandon its looking good for a first model and you reduced gradualy the ammount of polys but it is still too high poly
try learning about normal mapping it can make a very low poly object look like a high poly object, i still havn´t figured about that in blender if i get to understand it right ill contact you

Don’t mesh/turbo smooth it. lol

I decided to stick with 3ds max. After 5 hours of watching blender tutorials the interface is too confusing and there isn’t as many modifiers to use.

Here is the wire… Also, i’m not sure what you mean by shelled xD

You wont use many modifiers in game art you will need like 3-4 which blender already has.Stop using Turbo smooth as its not how game art is done.

try the optimize modifier

think thats what its called in max

Any game art can use a number of modifiers, even mesh smooth/tessellate. It’s just contextually dependent and typically very selective. Though, the problem with optimize is that you lose control over which poly’s are affected; I mean, you have control to a certain extent but, it’s pretty arbitrary. It can most definitely drop your poly count, however, you lose clean wire. This leads to improper UV mapping along with poor joint structure on objects whose animation(s) depend on mesh deformation. Again this is contextual as sometimes messy wire isn’t an issue - though, really, you should always aim to be clean with whatever you model.

A “shelled” object has both an inside and outside, like a tube - has in inside and outside wall, creating depth. A trashcan doesn’t need to be shelled, unless it’s for cinema, film, etc. In fact, you don’t even need the change in overall can thickness, where the top of the can is thicker, while the bottom is less so. As mentioned, normal mapping could drop your count to something around 100-150 tri and it wold still look clean.

Having said that, doing everything with pure geometry is still a great way to work on your skills. Note that typically you build your high poly object off your low poly, or you’ll create the low poly, then create a higher poly version, then use that high poly version to generate your normal map for your low. Make sense? It’s very difficult to take high poly objects and “correctly” drop it significantly lower, maintaining clean wire and what not.

Hit “g” to get rid of your grid. :slight_smile: Looking forward to seeing more of your stuff.