A bout a year ago I posted my top tips for UV unwrapping (see here ). Since then, I’ve FINALLY started working through my backlog of models and texturing them (some of which I created five years ago…where has the time gone?!). While prepping these assets, I spotted some un‑optimised geometry that needed fixing. This then felt like the perfect opportunity to share a few more tips on how to shave off the poly count. Like UV unwrapping, model optimization is a necessary evil. However, unlike UV unwrapping, you can adopt what I like to call the 'polygon janitor' mindset whilst you build the model. Here are five tips I've found particularly helpful while mopping as you model: Pre-visualization: Before you start moving pixels, picture how your asset may look like untextured in wireframe view. Visualize the curves and edges. Is this a hero prop or a background asset? Are there specific areas that need more detail? How close will the viewer/c...
F ive years ago, I shared a post of a key mechanical assetl I finished modelling, the pot launcher. I even mentioned looking forward to weathering it ''at a later date''. Five YEARS later, I've come back around to finally finish and render the thing. Returning to this piece after so long has been one of my strangest personal artistic experiences so far. The artwork was never abandoned...it just sat on my to-do list longer than I expected. Revisiting something you've invested time and commitment in brings an oddly nostalgic, infused familiarity. Renaissance masters who spent years on a single work likely felt the same nostalgic déjà vu; while a painting could take years, they rarely devoted themselves to one canvas alone; working on multiple projects, studying, sketching, researching, and refining techniques. When they finally came back to the piece, they brought every lesson learned, ready to apply their findings. Which is exactly what I ...