I spent some time remodelling some of my objects. I’ve experimented with some drafts of a kind of mountain rockish wall. But I’m wondering, now when we’re beveling and making cracks here and there, when should we join vertices?
Sometimes after beveling, I can join vertices to get rid of them, but then I create let’s say 3 triangles instead of 4 squares. What is more important, having less tris or keeping quads? I know that everything is converted into tris in the end. But I also know that quads can triangulate itself and is more flexible? Does that matter in this case, or does it only matter when you want to subdivide stuff?
Also, I keep wondering what is considered low poly? Everyone seems to have a different opinion on it. I have 3 walls below. First with 840 tris, next with 587 tris, and last one with 442 tris (excluding the pillars). Is this too much? You want to optimize it for game engines right? But everyone seems to have a different understanding of what low poly is now when computers are getting faster and faster. You can create the illusion of detail with image textures and painting, but it’s not really them same as have extrusions and bevels. Where should I draw the line?
Maybe I shouldn’t concern myself with this now. But since I’m spending so much time with this modular pack, I want to make it worth my effort and create something that can be used in the future. I know @FedPete mentioned Grant’s Orc character build process. I haven’t gotten there yet, but will these questions be covered there?
Thank you!