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 High & low polys character models in animation, for storytelling, which one is better?

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TSnewbi3s
post Nov 23 2005, 09:17 PM, updated 21y ago

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High & low polys character models in animation
for storytelling, which one is better and why?
kalisto
post Nov 23 2005, 09:30 PM

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story telling? as in realtime story telling and the characters animated realtimee? Then Low Poly, unless you have a kickass super computer that can render out all that details. If non realtime then by all means go for high poly, coz you can render out all the eye candy at your own sweet time.
momochi zabuza
post Nov 24 2005, 04:06 AM

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of what i learn

high poly - if u want to produce super beauty smoothness like ffx advernt children or something like that.. but takes lot of time

low poly = usually in game.. where a lot of interaction needed therefore it use low poly to make the render faster.
SUSchewxy
post Nov 24 2005, 12:56 PM

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QUOTE(momochi zabuza @ Nov 24 2005, 04:06 AM)
of what i learn

high poly - if u want to produce super beauty smoothness like ffx advernt children or something like that.. but takes lot of time

low poly = usually in game.. where a lot of interaction needed therefore it use low poly to make the render faster.
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really?

user posted image

Take a guess

my advice to newbi3s : Go as hires as your skills permit you
GunAngel
post Nov 28 2005, 05:47 PM

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well, hi-poly are for close up scenes, low-poly's are for normal and far shots.

if i were you, i'll model them in low poly's and if it's a close-up shot, just add a few details. you can always switch the details from high to low using the Multi-Res modifier if you're using 3ds max.

hi-poly's wont hurt your RAM too much, cuz if you're doing a really big scene, just do some greenscreening with it later in video editing softwares such as after effect.
zhenyang
post Nov 30 2005, 09:12 PM

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QUOTE(chewxy @ Nov 24 2005, 12:56 PM)
really?

user posted image

Take a guess

my advice to newbi3s : Go as hires as your skills permit you
*
Let's put it this way... If you're creating vfx shots, you need the details; for toon shots, you don't need high-res.

You can come up with a model almost as close to the picture above with low count of polys. I don't see the need to go high-res for that. The main thing is to plan! Don't just go for high-res for no reason. It's a good practice to keep your model as low res as possible without losing the details you want. Another good practice is don't model what you can texture

This post has been edited by zhenyang: Nov 30 2005, 09:19 PM

 

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