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Posts from — November 2011

Hi-Poly vs. Low-Poly : A battle for speed!

Aldrich Tangpos As part of our epic questing in this era of video game creation, we are required to battle many fiendish processes that require lots of pre-planning, problem solving and general complex noodling. In this post, I am going to talk about one of those processes, specifically getting the visual richness of high polygon count geometry into a game that only supports a very limited polygon count. Don’t be fooled, there is a lot of steps in-between that requires a lot of attention, so if your not feeling like the sharpest tool in the shed, go get a coffee and come back when you feeling like a cognitive ninja.

Four low-poly critters, don't let the cuteness fool you, they will bite...hard

Four low-poly critters, don’t let the cuteness fool you, they will bite…hard

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November 1, 2011   1 Comment