Low-poly 3D models

Hi! I’ve been working on some low-poly 3D stuff lately for various projects. None of these are related to Roblox. I thought it would be interesting to share this with you guys.

Not all of these models are finished, but the phase of not-knowing-what-it-is has already passed. :stuck_out_tongue:

The Voice chair: https://sketchfab.com/models/825cc30a39534115bdb31e95c0ab1317

Umbrella: https://sketchfab.com/models/109a1db516cd4cc385f15cbfc64e49a7

Old tire: https://sketchfab.com/models/f35ee824fe1340129ba6458c79dbcbb4

Wooden barrel: https://sketchfab.com/models/c8d115a03d684440a2992fdeb9686869

Wooden crate: https://sketchfab.com/models/132ac744a3d1457bac3562a84410fde6

Rusty Hotel neon sign: https://sketchfab.com/models/f9d710c5358a405f8731945d5e15b910

Roadblock 1: https://sketchfab.com/models/ba0e5ee3d4a84255accf53c050089c51

Roadblock 2: https://sketchfab.com/models/1eced4415ac84992ad2417c09905bbb9

2 Likes

These look great, but if you’re aiming for a low amount of polygons then why haven’t you deleted the interior faces?

Also, oops – forgot bottom:

[quote] These look great, but if you’re aiming for a low amount of polygons then why haven’t you deleted the interior faces?

Also, oops – forgot bottom:

[/quote]

That’s a good one. I think Sketchfab automatically doubles the polygons and shows them on the opposite side aswell. The models look fine in 3ds Max and engines like Unreal Engine and Unity. The downside of the second Roadblock was removed on purpose as the side never showed in the project it was for.

Would be nice to have imported meshes like these on ROBLOX. [sub]Not saying anything, just saying.[/sub]

It doesn’t double the polygons. It’s the same polygon, same texture, same data. The rendering engine in that website doesn’t factor in the normal of the polygon before drawing it.

What they should be doing is:

if Normal dot (CameraPosition - PointOnPoly) < 0 then draw it

BUT they don’t.

Nice drawing.

As a side note, this does happen in most rendering engines, but there can actually be two polygons occupying the same space with inverted normals, and in that case there is no way to know that you don’t have to iterate over the one because the other is rendered. (You’ll still hide it of course, since the normal isn’t pointing anywhere at the viewer, but it will still be less efficient than having just one polygon, since you are performing a dot operation for the one that isn’t shown.)

What most engines do allow is that you can have a polygon with two faces, this is usually a flag you can set on the polygon itself, and then it will show a face on both sides without the need of two separate polygons. I think this is the case for the example model by OP, but I’m not entirely sure.