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Section 2: POLYGONS


I can't stress the importance of keeping a low polygon count enough. I try to keep my entire model under 5000 with 2000 the average. If I can model the basic shapes in less than 3-400, I can add much more detail later. Curved shapes, like a Trek dish or hull, need a lot of polys to look good. Try to look at the shape, and barter the cost or weight of the shape. Keep your resolution low with primitives.
A thin pole can be as small as 5 sides.
Sometimes, the smooth facet can save hundreds.
Set detail priorities, decide where more Polys are needed.
Try saving groups of custom primitives.
Remember, TrueType fonts and symbols can be objects.
Think about how close are we going to get,
    and how round does it need to be.


   Lofting is making a custom poly and extruding and editting each layer as you go. Sometimes you move each point per level so try to keep it light.

Booleans are the most useful tools for relief , or real bumpy detail. Shapes need to be made to cut into the base object, then moved into position , and the trial and error begins. I always save a new scene version before a major boolean session.
After you make your cutting shapes, copy them before using and push aside just in case.
Booleans can also permanently join objects to lessen their polys or tighten the heirarchy.

The path tool can make profiles that can be extruded later. It takes some practice but lay-down the control points and correct them later. Be sure to change the # of segments between clicks to reduce faces when extruding. A small radius can have as few as 3 segments between clicks. Decide how many control points for your shape.