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🧵 Is Million polygons a lot for a detailed artwork(!) character model?

Anonymous No. 872357

Not the game or anything else. Just art for render.

Anonymous No. 872358

for render? it doesn't matter
just make it look good

Anonymous No. 872359

bro it's your render time

Anonymous No. 872360

>>872357
You can have trillions of polygons as long as you don't need it to run in realtime. And if you're too lazy to retopologize your sculpt/CAD model/whatever, there are programs that can do it for you.

Anonymous No. 872370

>>872360
I mean, it runs smoothly in viewport. doesn't fee like million polys

Anonymous No. 872376

>>872360
Except that manual retopology is 98% of the times better than auto retopo.

For stuff that doesn't move, like rocks or simple environment objects it's a timesaver. But for complex models like characters, it's just not good.

Anonymous No. 872464

polygon density barely matters anymore, even games can take unoptimized million poly sculpts just fine
also, autoretopo is probably better than you are

Anonymous No. 872495

>>872464
>even games can take unoptimized million poly sculpts just fine
not in Unity and g*dot

Anonymous No. 874126

>>872357
>is a million polygons

Depends on what you mean by one million. Most Disney characters are only around 10-20 thousand polygons before they get subdivided at render time into a perfectly smooth mesh.

Most people just create relatively low poly models because they're going to subdivided anyway by the renderer and because it's way easier to skin meshes with only a few points. If you're talking about sculpted models made using something like ZBrush, then yes, millions of polygons is normal, but again people might just export a displacement map and just apply that to lower poly model in an animation program.

Anonymous No. 874218

>>872495
https://twitter.com/pablodp606/status/1478491691338321927