HOME | DD

Valtyr — Low Poly Purple Game Dice

Published: 2013-03-03 22:35:44 +0000 UTC; Views: 580; Favourites: 0; Downloads: 17
Redirect to original
Description . . .
Related content
Comments: 6

FollowMontee [2013-03-10 17:44:02 +0000 UTC]

Low Poly????? thats a mental amount of tris for Low Poly....

I wouldn't go higher than 12 Tris for something so small and with so little detail.

👍: 0 ⏩: 1

Valtyr In reply to FollowMontee [2013-03-10 23:18:35 +0000 UTC]

It is relative to the viewing distance and poly limit. I wanted something that would hold up at an angle and at a fairly close viewing distance. Normals on a flat surface would break down at an extreme angle, and the silhouette would break down without a slight bevel. It would look like a box with a normal on it.

Thank you for your comment.

👍: 0 ⏩: 1

evilraz In reply to Valtyr [2013-03-13 09:28:41 +0000 UTC]

Actually, I believe the other guy is correct.
The chamfer around the cube is fine but when it has concave type high poly, the normal map should capture it well.


[link]


Look at the bolts around the hand grip area, the polys around there are flat but the normals make it look very nice. You are underestimating the powers of normals, my friend.

👍: 0 ⏩: 1

Valtyr In reply to evilraz [2013-03-13 23:28:30 +0000 UTC]

It is a great chainsaw. My first instinct was to go super low. And I started with a normal mapped plane and it did work, but I didn't like the look of it at a harsh angle because the illusion of the cavity disappeared. So I added more geo to capture the cavities better.

You can see this happening on your chainsaw at the top right corner of the forth picture down. You start to see the planar quality of the texture versus the illusion of depth of the indent below it the harsh the viewing angle becomes the more the illusion of the normal breaks down. This doesn't matter so much on your chainsaw because when a player is using it I doubt they will be looking at the bolt holes on the weapon. However the holes on a dice are the only interesting feature, and in a dice game you would be looking at the dice a lot, and who knows at what angles and how close. So I built them to hold up to a reasonably close viewing distance and harsher angles.

It is totally possible I'm thinking about it the wrong way, and if you have any tips that could help I would love to hear them.

👍: 0 ⏩: 1

evilraz In reply to Valtyr [2013-03-14 07:46:14 +0000 UTC]

That's not mine, just an example. The guy who did this works for quixel.

👍: 0 ⏩: 1

Valtyr In reply to evilraz [2013-03-15 00:37:21 +0000 UTC]

Appologies.

👍: 0 ⏩: 0