Advertisement

You're blocking ads, which pay for BlenderNation. Read about other ways to support us.

About the Author

Avatar image for Davide Prestino
Davide Prestino

Versatile and highly accomplished professional offering over 25 years of experience in the areas of Graphics Designing, Video Editing and Website Development in the Print Media, Publishing, Advertising, Web Services & Media Multimedia, Video Clip, Visual FX, Television & Video Production industries A qualified Laser Show Technician with expertise in 3D Modeling, Web Graphics, Flash Animation, Digital Photography, Typography and Rotoscoping Animations in 2D and 3D Videos Skilled in administering graphic designing and video editing operations and utilising Visual Arts Designing Expertise, Software and Web Applications Knowledge, Technical Intellect and Sharp Planning Skills to manage client requirements and meet top line & bottom line objectives Ascertaining high calibre and effective performance standards and ensuring the accomplishment of quality work by implementing best practices in all web development operations Implementing and executing successful strategies leading to effective operational excellence and improved work ethic, culture & performance Possessing advanced knowledge of software applications & tools An excellent communicator with the ability to work under pressure in fast-paced, time sensitive environments. Proven ability to interact effectively with people of diverse nationalities and comfortable working in a multi-cultural set

8 Comments

  1. From Wikipedia

    Low poly as a relative term
    There is no defined threshold for a mesh to be low poly; low poly is always a relative term and depends on (amongst other factors):[citation needed]

    The time the meshes were designed and for what hardware
    The detail required in the final mesh
    The shape and properties of the object in question
    As computing power inevitably increases, the number of polygons that can be used increases too. For example, Super Mario 64 would be considered low poly today, but was considered a stunning achievement when it was released in 1996. Similarly, in 2018, using hundreds of polygons on a leaf in the background of a scene would be considered high poly, but using that many polygons on the main character would be considered low poly. In this way, there is a relativism between the importance of objects and their graphical quality. More important objects such as Non-player characters usually contain a higher amount of detail than less important objects, which are often small or in the background, like a blade of grass. This relativism is subverted when low-poly is used as an intentional aesthetic style: every object shares the simplicity that a low number of polygons brings, making the distinction between important features and unimportant features less clear.

    https://en.wikipedia.org/wiki/Low_poly

  2. Good work. But definitely not low-poly.

    Low-poly would mean reducing polygons as much as possible and transferring all details to textures. Only parts that are absolutely vital for the silhouette of the object would be kept in polygons.

    Also small details like the ropes would never exceed the amount of polygons you're using on the much larger wood poles.

    Go to the https://polycount.com forums if you want to learn how it's done.

  3. Randall Underwood on

    I"m blown away by the ease at which you are modeling.....wow......oh and the music is outstanding. What is the music.......far out......awesome dude........thumbs up.

Leave A Reply

To add a profile picture to your message, register your email address with Gravatar.com. To protect your email address, create an account on BlenderNation and log in when posting a message.

Advertisement

×