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1000 Polygons Challenge


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#21 OriginalGem

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Posted 16 April 2012 - 01:58 PM

You can use primitives but their polygons will be taken into account :)

Cheers


got it...

another question... how important is texturing in this challenge? or is it strictly more just a modelling challenge?

Edited by OriginalGem, 16 April 2012 - 01:59 PM.


#22 HSrdelic

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Posted 16 April 2012 - 02:09 PM

Absolutely no texturing is needed.

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#23 astovl

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Posted 16 April 2012 - 10:26 PM

After solving all the N-Gone, my polygon a of total 700 :) crazy BAT...




astovl

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  • HybridBat.jpg


#24 zak

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Posted 17 April 2012 - 10:14 AM

I'll give it a go... here is my start.


Clue: "Enlighten me..." :thumbsup:
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#25 zak

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Posted 17 April 2012 - 01:29 PM

Not sure how this works... or am I mising something? I created a polygon flat objetc but counts more than one polygon? Help!
Floor Poly Count.JPG
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#26 HSrdelic

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Posted 17 April 2012 - 01:53 PM

@astovl
Not bad at all :thumbsup:


@zak

Cinema calculates every closed surface defined by 3 points as a polygon. What you want to do is enable n-gons visibility in viewport menu to see real polygon structure :)

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#27 OriginalGem

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Posted 17 April 2012 - 06:33 PM

Here is my WIP.. im calling him "Astro Cop" still learning the ropes here and doing my best to model.

currently at 338 polys and 0 n-gons ..i hope im doing this correct

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  • astro cop cel.jpg
  • astro cop.jpg

Edited by OriginalGem, 17 April 2012 - 06:34 PM.


#28 astovl

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Posted 17 April 2012 - 10:22 PM

@astovl
Not bad at all :thumbsup:

Cheers



:)

astovl

#29 rustEdge

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Posted 17 April 2012 - 10:58 PM

Here's my WIP,
low-poly-dood-v1.jpg
currently at 702 polys / 830 tris, will add in hands soon.

I'm working on a generic human for now, and I can modify it later.
My primary goal is to have it very flexible while maintaining its silhouette readable.

low-poly-dood-v1-deformation-test.jpg
I'm planning on using this for game engines, so I'm trying to make it with tris (more control over which direction each face folds, though modeling's trickier.) I'm still modeling it with symmetry, so there's still a seam in the middle. I'll simplify it when I'm almost done.

All rigging is done via joints, weighted to a max of two joints per vert. I figured out a setup that keeps the thighs and groin area stable, just needing two extra joints to maintain the butt's volume. Still trying to figure out a stable shoulder setup though... Currently I have one extra bone per shoulder to compensate for twisting, but it's still manually keyframed.

#30 astovl

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Posted 18 April 2012 - 12:27 AM

Here is my 2nd Entry cute Mighty Baby Dragon...
:thumbsup:

Polygon total of 740

astovl

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  • Magic Baby Drago - 1.jpg
  • Magic Baby Drago - 2.jpg

Edited by astovl, 18 April 2012 - 12:28 AM.


#31 whatever

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Posted 18 April 2012 - 03:52 AM

Hey guys,
just two simple question polycount must be in quads or triangles ? and maybe i just dont understand rules (stil fighting with english),but can i use Zbrush and create topology there ? :)

Edited by whatever, 18 April 2012 - 03:54 AM.

Sorry for my english - Nix.

#32 SKP

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Posted 18 April 2012 - 04:03 AM

@whatever, rule 3. No imported models / meshes / scenes. I'd say that rules out Zbrush.
Quads or triangles? I'd think either or both but probably not N-gons since they are really hiding the underlying complexity, but that's just my interpretation of the rules.
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#33 whatever

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Posted 18 April 2012 - 04:26 AM

well i am a bit confused about quads and triangles too ,but as i know game engines calculates triangles in the end... and about that rule you are probably right :( thanks for answer anyway
Sorry for my english - Nix.

#34 HSrdelic

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Posted 18 April 2012 - 04:51 AM

You can do quads and triangles and even N-gons, but as SKP said, they are a collection of triangles and will be treated as such :)

Cheers

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#35 OriginalGem

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Posted 18 April 2012 - 05:31 AM

You can do quads and triangles and even N-gons, but as SKP said, they are a collection of triangles and will be treated as such :)

Cheers


im not exactly sure what you mean when you say "they are a collection of triangles and will be treated as such"?

- are triangles good or bad? I purchased and watched some of your tutorials for VOL. 1 - Beginner (that i am) and trying to keep it to a 4 sided polygon...

#36 HSrdelic

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Posted 18 April 2012 - 06:06 AM

N-gons are not interpreted as a single polygon and you can do a simple experiment to do so:

Create a polygon object with create polygon tool and make it to have 5 points, so a 5 sided polygon.
If you go to viewport filter menu and enable N-gon lines, you will notice a green line has been drawn and that single 5 sided polygon is interpreted as one 4 sided and one triangle polygon. To verify that you can hit ctrl+I while you are in viewport and you will see that polygon count states 2.

Triangles are bad in sense they can produce artifacts, shading errors and generally have problems while deforming. Naturally, that doesn't mean you have to have 4 sided polygons in your mesh by all cost, but it is good idea to have them :welcome:

Mesh topology in terms off triangles or quads will not be considered for this challenge. The goal is to see what one can do with limited resources :)

Cheers

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#37 SKP

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Posted 18 April 2012 - 09:34 AM

...are triangles good or bad?

It depends on what you're doing. If you want to deform a mesh then ideally you want quads. If you want to UV a mesh the again you want quads. If however you are building hard surface meshed, machinery, building etc. then tri's are not really a problem, nor N-gons, and if your materials are just that with cubic or planar or spherical etc mapping, then the materials won't be an issue either.

The other thing quads are good for is your self esteem when someone asks to see a wire of your latest WIP masterpiece.
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#38 Guest_benerk_*

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Posted 18 April 2012 - 11:25 AM

Maybe its gonna be a silly question but I want to ask guys.. as I just want to make sure before I start a project and English is not my mother language just want to be sure.. Thank you very much..

I see our friends making creatures, human, animal .. do we have to do that kind of modelling! or could be anything chair, sofa, a car etc.?
thanks again..

#39 HSrdelic

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Posted 18 April 2012 - 11:38 AM

It can be anything you want :)

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#40 SKP

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Posted 18 April 2012 - 01:31 PM

A start.

I may not be good but I'm slow.




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