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Replying to @plasma_node
I mean they could probably just use the decimate modifier in blender to reduce the polycount to something more normal
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I tried to remake a robot model I made years ago. Cut the polycount down from 6652 tris to 1925 tris and tried hand painting the texture (old was mostly materials in substance). this was a fun one. Though ignore the uv work, it looks awful Week 5 #b3d #blender #Substance3DPainter
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2000 polycount on the bottom example is a perfectly acceptable amount of detail, this just proves the original point with more steps
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Replying to @TheCartelDel
Facts, took this mf out like 20 times in college, this and asking folks questions on polycount was it
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right but you grew up with a ps1 from the age of dribbling. so you quite literally did not see the change from 2d to 2d (let alone 8 bit to 16 bit) and you didn't have a proper grasp of the jump from ps1 to ps2 because A. they were everywhere, you're stating things that are nonsense, it's like saying "i never heard michael jackson until i was 30", I do not believe that you never saw a ps2 until post xbox 360, B. even if you lived in an uncontacted tribe and you only saw one as late as 2005 you were too young to appreciate things like character controllers, twinstick, frame rates, polycount, you were just like DUHH KEWL GAME, and you 1000% were not aware that you missed the point and click, rts, text based and web 1 era of gaming entirely, and probably the mmo era
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Replying to @Angaisb_
cool, whats the polycount?
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I worked a 9-to-5 throughout my university years, mostly in IT and software development. Outside of work and classes, I spent almost every free hour studying 3D and Environment Art. After graduating, I kept that same routine for another five years. Five years of studying, practicing, watching tutorials, feedback livestreams, online courses, and analyzing other artists' work on ArtStation, Discord, and Polycount (which was pure gold back then). It took me those five years after university to land my first job in the game industry outside Brazil. Honestly, it wasn't that bad. I was incredibly motivated. Every day felt like a step forward, and I could see myself improving. And, unsurprisingly, I still live and breathe this stuff. I have my YouTube channel, I mentor other artists, and I keep working on personal projects. It's a never-ending cycle. You have to find a balance that allows you to enjoy life while continuing to move toward your goals.
For 3D students: Most I’ve met simply aren’t doing the hours needed to get into the industry. Studying only 10:00-16:00 every day won’t cut it - particularly since only a portion of the day is spent on actual work.
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Replying to @ArtOfPilgrim
No polycount, texture types allowed, target platform, style reference, or example of how it will be used, animated or seen most often in game. Kinda cant realistically make it without that
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If @glitch_prod needs more validated proof why the Art Institute is underrated gold iProbably freelanced for you through Polycount when you were KORE LLC & needed "disney quality animation" (Jetpack Jones game) or the other Australian game company that "licensed" me Hero Engine😏
I've just finished my Hopeless Steve video on the Cartoon Hero course! Check it our @Framer_X @icreatelife
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I asked Claude Fable 5 to clone Tripo's 3D asset generation tools. This is one shot. I did not ask it to fix anything or make it better after this. I just wanted to see how well it was going to do this. Prompt: Hey Claude, I want you to build me a clone of Tripo 3D text and image to 3D asset generation. Relevant info: MODE 1: TEXT TO 3D User inputs: Prompt Negative prompt Style preset Asset category Quality level Polycount target Texture resolution PBR toggle Symmetry toggle Seed Number of variations Intended use case Workflow: Validate prompt. Run prompt moderation. Estimate credit cost. Create task. Optionally enhance prompt. Generate reference image if using two-stage pipeline. Generate 3D model. Run mesh validation. Generate preview. Store model and metadata. Show task complete. Prompt fields: Subject Style Material Shape language Color palette Details Intended use Scale Pose Avoid Example prompt helper: “Stylized low-poly fantasy treasure chest, oak wood, brass corners, glowing blue gem lock, game-ready, clean silhouette, PBR texture.” MODE 2: IMAGE TO 3D User inputs: Image upload Optional prompt Background removal toggle Crop mode Object category Symmetry option Texture quality Geometry quality Polycount target PBR toggle Export preference Workflow: Upload image. Validate file. Generate image preview. Remove or mask background. Center object. Estimate quality score. Generate mesh. Generate texture. Run cleanup. Show preview. Allow enhancement passes. Image requirements UI: Use isolated object. Avoid heavy shadows. Use front view. Use high resolution. Avoid transparent/reflective objects when possible. Multi-view recommended for complex assets. MODE 3: MULTI-VIEW TO 3D User inputs: Front image required Left image optional Right image optional Back image optional Top image optional Alignment helper Object category Quality target Texture target Polycount target PBR toggle Workflow: Upload multiple views. Validate consistency. Show alignment grid. Estimate view coverage. Warn if angles conflict. Generate mesh using multi-view adapter. Generate texture. Run cleanup. Compare output against each reference. Show confidence score. Multi-view guidance: Same object. Same lighting. Same scale. White or transparent background preferred. Orthographic-like views preferred. Front/left/right/back ideal. MODE 4: TEXTURE / RETEXTURE MODEL User inputs: Existing model Prompt Style preset PBR toggle Texture resolution Preserve geometry toggle Preserve UV toggle Material palette Workflow: Load existing mesh. Generate or update textures. Generate base color, normal, roughness, metallic, ambient occlusion where possible. Preview material. Save as new version. MODE 5: MESH OPTIMIZATION Options: Smart low-poly Decimate to target face count Preserve silhouette Preserve UV Generate LOD0 / LOD1 / LOD2 Repair normals Weld vertices Remove isolated pieces Fill holes Make watertight Flatten bottom Center pivot Set scale Use cases: Game asset Mobile AR 3D printing Cinematic render Ecommerce preview MODE 6: SEGMENTATION User can request: Auto segment model into parts Name parts Hide/show parts Export individual parts Assign materials per part Generate part hierarchy Useful for: Characters Vehicles Product assemblies Weapons Furniture Mechanical parts MODE 7: RIGGING Support: Humanoid auto-rig Quadruped simple rig Creature simple rig Mechanical hinge rig Bone preview Skinning confidence display Export rigged GLB/FBX where supported Warn users: Rigging quality depends on model structure. Non-humanoid forms may require manual cleanup. MODE 8: ANIMATION Preset animations: Idle Walk Run Jump Attack Wave Spin Hover Open/close for containers Wheel rotation for vehicles Animation preview: Play/pause Timeline scrubber Speed control Loop toggle Export with animation The 3D viewer must feel premium.
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I completely disagree! Since Yokosuka, Ryo ends up in some of the decadent parts of town to fight Mad Angels. The New Yokosuka Harbor has dirt and rust everywhere, especially in the Old District. Then, once in Hong Kong, he fights The Heavens in a literal slum. I mean, Ren's hideout is in a car's cemetery! Last but not least, Kowloon Walled City was likely the most cyberpunk city ever existed, and Shenmue tried its best to recreate that atmosphere with the tech of that time. They were heavily limited by polycount and high-res texture, but you can see the rust and decay pretty much everywhere.
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Replying to @shortselldump
I used a 2mil polycount Check the image for the polygon density this is the model inside Unreal Engine.
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Replying to @Italian347
I am demanding 3D fixed angle setpieces with baked in lighting so that we can maximize polycount by hiding parts of the view that are not in camera and add details that would actually break immersion from a free camera perspective but look wonderful from a fixed camera angle.
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Replying to @lynxluna
Opini, kalo di game industry ini gara2 Unreal bikin entry barrier buat game developer jadi gampang. Banyak low skills developer abusing material system, polycount. Bikin texture minimal 4k, 1 game minimal 100gb, vram 16gb.
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Could you share more details about the project, such as the creature types, polycount targets, texture requirements and preferred game engine?
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Tried to DM you but couldn't since I'm not verified. I'm totally up for providing game ready assets in this quality. Here’s a Google Drive link with some of examples drive.google.com/drive/folde… just curious, what's the polycount limit you guys are targeting?

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Replying to @oliviscusAI
holy polycount😭
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Put the polycount where it really matter
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WHATS THE POLYCOUNT ON THAT HUGHIE
i would like to see the topology of that cube please
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Replying to @ZeldaUniverse
All of it. The N64 though powerful for its time was really limited. Now there are no limits in terms of polycount. I wonder if the game will be fully open world or still broken up into sections.
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