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lowpolylet.png

🧵 How to stop being a polylet

Anonymous No. 888754

Left is mine, middle is from skyrim, and right is a random skyrim mod I downloaded. How do I move up to making higher poly stuff like the sword on the right?

Anonymous No. 888762

>>888754
The opposite, you learn about normal maps and you reduce your polys.

1920x1080

sword2.png

Anonymous No. 888780

>>888754
Here is mine, 1710 tris... just do it.

Anonymous No. 890048

>>888754
Adding polys is the easy part, just add polys. Add details that you think would look cool and practical features you'd find on a real sword

Anonymous No. 890051

>>888754
swords are beginner tier

Anonymous No. 890093

Why would you want more? The goal is to reduce as far as possible while maintaining detail. If you send me your resume and it's only got high poly, I will NOT hire you.

t. Senior Engineer at a large game studio

Anonymous No. 890123

>>890093
Doubt it, you can’t even comprehend the question and you’re wrong. He is asking about “adding detail” in terms of modeling more complex shapes, not adding more geo. Also those swords are clearly LP game ready assets already, without their normal maps containing HP info. So in this situation he SHOULD be creating a detailed HP first, before he moves onto LP. What he has is a simple blockout.

To answer the OP’s question, just do it bro, you know the needed tools already. Some extrudes and insets, then apply subd and supporting loops. Done. Find a good reference if you’re stuck.

Anonymous No. 890178

>>890123
This
Learn subd modeling and bake the details into a low poly version

Anonymous No. 890186

OP here's a tip.

ALWAYS USE PROFESIONAL ART OR PHOTO REFERENCE.

Anonymous No. 890191

>>890186
Thats a good advice for someone who suffers from aphantasia

Anonymous No. 890210

>>890191
It’s a good advice for everyone. Unless you’re Kim Jung Gi. It’s not that you’re not capable of having a visual imagination, but you almost certainly don’t have a detailed anatomy of every prop, architectural or machine piece in your head so what you would create without references would most likely end up being stylized if not outright wrong. And don’t reply with “hurrr I don’t care about realism anywayyyy”.

Anonymous No. 890265

>>890191

Even the greatest artists used reference.

Anonymous No. 890314

>>890051
>890051

Swords are cool, and you get to poke people with them.

Anonymous No. 890341

>>888754
Just copy it.

Anonymous No. 890643

>>888754
There isn't much of a leap between yours and the far right one. In fact, the far right one seems too high poly for Skyrim. Middle sword looks the way it does for a reason, someone has retopologised an original hipoly model that looked like the right one. Have you actually opened up the sword on the right and zoomed in to examine where the points of 'higher poly' are?

Your sword looks good; what would make it more high poly? Some kind of fuller in the blade would increase the polycount and give it a more 'real' feel. You could try bevelling the hilt, too. And notice how the handles for each sword have rings and shit, maybe add one or two of those, and some kind of extra taper on the handle somewhere.

Refer to references of real swords, too.

Anonymous No. 890691

>>890093
>Senior Engineer

Maybe you people should actually learn to model better because every game put out makes the characters ugly as hell and like some toddler was given a lump of mud to sculpt with.

Anonymous No. 891034

>>888754
download my iron weapons retard

t. elsopa

Anonymous No. 891036

>>888780
>1710 tris for a bland looking sword
ngmi

Anonymous No. 892048

>>890093
I wouldn't want to work for you anyways because you sound like a dumb nigger.