| Step
1.
One
of the first major decisions that must be made when creating a
Low Polygon Model is what your polygon limit should be. A lot
of games in development now are using more and more polygons per
object because the new ultra-fast computers can handle them. You
must decide how important this object is to the grand scheme of
things in order to come up with a reasonable polygon count. A
rock on the side of the road, for example, is not very important,
and should be comprised of only 10-30 polygons. However, a fountain
or small building is an eye-catching object and needs more detail,
and therefore should be allowed 350-550 polygons, or more. (Depending
on how large you need the building, etc.)
The final factor that should be considered is the speed the game
will run when all the models are combined in one viewing window.
Some of the older computers will not be able to run scenes with
5000 polygons being viewed at one time, whereas the newer machines
will handle 6000-7000 no problem. It is always good to make the
game playable by a wide variety of users at a decent speed, while
still allowing the power users to get excellent frame rates. That
is why this tutorial will be explained using three different polygon
limits in each step.
|
| Step
2.
We
will start by creating a 3 simple cylinders that will eventually
be the long post for the light-posts. (We will build all
3 light-posts at the same time and then compare the results at
the end of the tutorial). After Resetting MAX, create 3 cylinders
with the settings seen at the right. As you can see the changes
from 1st to 2nd are "Sides" and "Smooth". The
changes from 2nd to 3rd are "Sides" and "Height
Segments".
|

|
|
|
| Step
3.
If
we do a polygon count on each cylinder and render a picture of
all three, you can immediately see the differences in polygon
number, and the detail associated with each one. Although
the "Height Segment" change added in the 3rd cylinder
isn't visible in the render, it will become apparent why it was
included later on.
|
 |
 |
 |
 |
| Step
4.
We
will now add a small base to the light-post, once again using
3 different settings for the object. Create 3 splines as
shown and apply a lathe modifier to them with the 3 different
settings shown at the right. Move the 3 lathed objects into
place at the bottom of each appropriate cylinder. (The "Sides"
should match up with the "Sides" used for the 3 different
cylinders)

|

|

|

|
| Step
5.
If
we do a polygon count on each base and render a picture of all
three, you can immediately see the difference in detail between
the 3 new objects. However, as you can also see, the polygon
count of each suffers for the amount of detail the object has.
|
 |
 |
 |
 |
| Step
6.
By
now it should be quite clear to you what makes an object have
a high number of polygons. We could've given our posts 100
sides, making the polygon count go into the thousands, but it
wouldn't have looked much different than our 10 sided model with
60 polygons. The objective is to make the model look satisfactory
enough in terms of detail without sacrificing precious polygons
to do so. The object on the left is the 10 sided light-post
you created. The object on the right is a 100 sided light-post
I created. Can you tell the difference? If you look
at the polygon numbers of each one you can. 180 to 1800 polygons
is an enormous difference, and as you can see, unnecessary in
terms of object detail.
|
|
 |
 |
| Step
7.
Make
2 splines as shown below, and copy them both 3 times. Lathe
each of the 3 groups of splines using the 3 different settings
shown at right.
These 3 groups of 2 objects will be the light housings at the
top of each light-post. Once you have lathed all 3 sets of
the objects, move them into position. Once again, the "Sides"
should match up with the appropriate light-post.

|
|
|
|
| Step
8.
Once
again, if we do a render and a polygon count on each, we can see
the difference in polygons and the difference in detail on each
object.
|
 |
|
|
|
|
|
| Step
9.
Clone
the 3 long posts of each light-post and reduce the height of them
just enough so they all fit between the two objects of the light
housing. When you're finished you should have a 5 sided cylinder,
an 8 sided cylinder, and a 10 sided cylinder all between the two
light housing objects of each appropriate light-post. You
may want to change the radius of each of these a bit so they look
better. You will also want to change the "Height Segments"
of the last cylinder to 1, and not 2 as we had set for the post. These
objects will be the glass panes that encase the light inside the
light housing. When you are done, the three light-posts
should look exactly like the ones shown at right.
|
|
| Step
10.
Congratulations!
The three light-posts are complete. However, you aren't
done just yet. As you can see, we stayed well within our
3 polygon limits of 200, 300, and 400 set before we even began.
Even though we accomplished our goals, there are a few decisions
still left to be made.
|

|

|

|
| Step
11.
The
first thing you should do at this point is texture the light-posts.
I applied a "Green Bronze" texture to the light-posts
and a "Glass" texture to the light encasings.
Both of these materials come standard with 3D Studio MAX.
Now your light-posts should look just like the ones shown at right. This
is where the very close examination comes in. If we look at the
3 light-posts, we have to ask ourselves what type of detail is
expected of us, what is our polygon budget, and which light-post
looks the best. A few ways you can look at this would be
as follows, at right:
|
|
"The
left light-post is too boxy, and looks too bad regardless of it's
low polygon count of 180."
|
"The
middle light-post looks good - isn't too boxy, and isn't too demanding
of my polygon limit at 288."
|
"The right light-post looks really good, but compared to the
lower ones is too demanding at 380 polygons."
|
| Step
12.
When
these, and many other questions like it are brought into play,
we have a better understanding of which light-post we should use. Your
opinions may differ from mine and you may think a different one
would be better to use, but I chose the middle one. It's
polygon count isn't that devastating to the game engine and it
still looks good. Who's to say that a light-post should be
perfectly round anyway?
|
|

|
Step
13. - Other Options
Before
you make your final decision, you may want to open yourself up
to the other options you have. Maybe the left light-post
would look really good if all the sides were changed to 6 instead
of 5. It would look less-boxy than it does now, and would still
have fewer polygons than the middle one. Maybe the right
one would look better if I scaled the center height segment added
into the post a bit smaller or larger. Maybe I can design
a different base that would be made up of less polygons allowing
me more freedom with the number of sides on the rest of the light-post. These
are all questions that you must take into consideration when making
a low polygon model. Because you are working with such a
small number of polygons, any little change will make the model
look a great deal different.
Small imperfections must be deleted as well. The extra height
segment in the light-post on the right was purposely included
to show what careless additions do. The effect of that segment
is not visible whatsoever in the render, and yet it doubles the
polygon count. When deleted, the polygon count goes down
by 30 polygons, a dramatic change. Things like this must
be fixed in order to create a perfect model.
Nevertheless, once you have made all your decisions and a final
product is within grasp, you'll be glad you asked yourself all
these questions. After all, if you answer all of them to
your liking, what other outcome could you possibly have than the
best one.
|