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Miloslav Ciz 2024-06-16 20:14:55 +02:00
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@ -241,4 +241,16 @@ OK, back to the mainstream now. Nowadays as a [FOSS](foss.md) user you will most
**Don't forget to stick to [LRS](lrs.md) principles!** This is important so that your models are friendly to good technology. I.e. even if "[modern](modern.md)" desktops don't really care about polygon count anymore, still take the effort to optimize your model so as to not use more polygons that necessary! Your models may potentially be used on small, non-consumerist computers with [software renderers](software_rendering.md) and low amount of RAM. [Low-poly](low_poly.md) is better than high-poly (you can still prepare your model for automatic subdivision so that obtaining a higher poly model from it automatically is possible). Don't use complex stuff such as PBR or skeletal animation unless necessary -- you should mostly be able to get away with a simple diffuse texture and simple keyframe morphing animation, just like in old games! If you do use complex stuff, make it optional (e.g. make a normal map but don't rely on it being used in the end).
So finally let's recount some of the advice:
- Create good topology! This helps many things, for example nice deformation during animation, nice automatic subdivision, adding loops and so on. It's good if the whole model consists only of quads (four sided polygons). They must be well distributed: use more quads where the shape is complex, use fewer quads on flat parts. Do not create degenerated polygons (e.g. extremely long, very sharp triangles etc.). For this first create the shape (e.g. by sculpting or with boolean operations with basic shapes or whatever), then do retopo. Noobs often just sculp something and than use that as the final model: NEVER DO SUCH FUCKING ATROCITIES.
- Minimize the number of triangles (and vertices etc.)! Every single triangle/polygon has to be well justified: if a triangle isn't necessary to achieve something (for example NOTICEABLE, IMPORTANT change in shape), it shouldn't be there at all. If some triangles won't be seen at all (e.g. bottom of a house model), just remove them.
- Remember to correctly compute normals etc., use normals and things like smoothing groups/sharp edges to achieve sharpness vs smoothness. It is unbelievable but some noobs don't know about this at all and try to make sharp corners by inserting one billion triangles on the edge. NEVER FUCKING DO THAT.
- If triangles don't have to intersect, they shouldn't. Remember, not all 3D engines have z-buffers -- these won't render your model correctly, and even those that have z-buffer may suffer from artifacts, they will have overdraw etc., intersections are just not nice.
- The whole geometry has to be balanced, you probably cannot have a characters face modelled with 5 triangles while spending 100 triangles on fingers. Again, noobs manage to create these abominations with sculpting tools and so on.
- Know the model's purpose and optimize it for that purpose. For example when making some background prop for a game, make it super simple, don't create details. Sometimes you may want to have enclosed model, sometimes you want a model will be friendly to very weak hardware etcetc. Just use your brain.
- NEVER call a high poly model [low poly](low_poly.md). If it has more than 200 triangles it's probably not low poly.
- [KEEP IT SIMPLE](kiss.md). Use only one diffuse texture if it's [good enough](good_enough.md), bake everything in it, don't use 10 PBR texture just because your engine supports it and your favorite jewtuber says that it's "[modern](modern.md)". Use vertex morphing animation instead of armature, you basically never NEED armatures/skeletal animation. And so on.
- ...
Good luck with your modeling!