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I am a low polygon inorganics modeler.What I do for your gameAnd I am willing to bet that that did not help you out much.
Let me put it artistically.
I am the one who adds atmosphere to your game. I create the models that are not the ones that players goes wow and gee wiz over, but the ones that make the game feel whole.
I create the benches, the fire hydrants, the pots and the pans.
In other words, I create the inorganic objects that make your game feel more like reality.
Because I am a specialist.
There are many ways to create a 3d model.
Until recently the dominating way by far to create those models was a technique called Boolean modeling. Boolean modeling is good in that it is relatively easy to make the transition from working with more standard materials such as clay, over to a 3d Boolean work space.
But it is not at all efficient. Not only is Boolean modeling a highly time consuming process, but the results garnered from it, while they can look quite exceptional, often times have a polygon count that is far higher then what is needed for the requested level of detail.
While skill and a good application workspace have been able to traditionally fight the time downside of Boolean modeling, few have been able to get over the polygon count problems that boolean modeling bring up. Often times artists are regulated to using inefficient computerized automated polygon reduction tools or applications. Even after being run though these tools, models still are far away from their most optimum size.
NURBS is another common modeling method, it has the advantage of allowing the artist to not only work in an additive manner (starting with nothing and building up to something, the diametric opposite of Boolean's subtractive modeling were you start with a 3d primitive and subtract away from it until you have reached the desired shape) but it also allows the artist to work with full quality and detailed curves throughout the entire design process. This makes NURBS (and B-Spline modeling in general) more suitable for modeling organic subjects. An experienced NURBS modeler can also build and create a 3d model in a very short order of time. NURBS modelers also have the advantage of having a wider set of tools available for their manipulation then their Boolean modeling counterparts.
The downside of NURBS is that they are literally the mathematical representations of curves.
When they are converted to Polygons, which are literal mathematical representations of shapes made up from straight polylines, you end up with a very high polygon count.
NURBS modelers have to undergo the same dreadful polygon reduction task as Boolean modelers, some times even worse because they have been working with curves the entire time. Boolean modelers often times work within a high polygon environment (thousands of polygons for the base cube that is used as the initial starting point of the model), but NURBS modelers work within the confines of mathematically perfect curves.
In converting from NURBS to polygons, it is quite difficult (if not impossible) to specify to the polygon reduction algorithm, exactly what sections of the curves should be reduced more then others. You are stuck with an all or none approach to doing things. It is possible to break the model up into separate pieces and reduce those separately, but then the edges of the model will not match up together and patches will have to be created between the sections that the model was broken up into.
There is an alternative.
Point based modeling. Also known as vertex based modeling.
Point based modeling consists of placing each point in a 3D model and then connecting those points together into their component polygons.
Point based modeling has many advantages.
For one, it is always possible to mentally calculate out the exact polygon count of a model before a 3d modeling program is even started up.
Within a few minutes of my receiving and reading your request, I can send back to you an estimate of exactly how long it will take for me to complete your model and how exactly, down to the triangle, how many polygons in size your model is going to be.
Point based modeling also has one other advantage that makes it unique in the world of 3d modeling.
Done correctly it it always possible to get the Lowest Needed Polygon Count in a model. Because every vertex of a model is added by human hand, not a single extraneous point, line, or triangle will get into a model.
Ever.
If it does I will redo your model, at no extra cost (from the ground up if necessary), so that the Lowest Needed Polygon Count is achieved.
I create quickly and efficiently, the highest quality models that possess the smallest number of polygons mathematically possible.Why my models are specialBecause I model each model that I do Vertex by Vertex, the entire design of each model is in complete harmony with its polygon medium.
My gallery contains examples of what I mean when I say that my models are in harmony with their medium.
3d models I create go through a far different design process then most 3d models do.The types of models that I can createBecause I design my 3d models vertex by vertex I have complete control over every aspect of their creation. Every angle that I put into the model is one that is carefully selected to make the model look natural and realistic.
You do not see polygons in my models. The models that I create are more then just polygonic representations of real world objects. The models that I create were born onto the computer. They are all designed to take advantage of their digital medium, to blend seamlessly inside of a polygon environment.
You cannot see the polygons in my models because the polygons are the model.
That is a profound statement.
In most 3d models the object are more akin to rough sketches of a real world object. The polygons are used to outline and give some semblance of shape to that sketch. The polygons are seen as something to be worked around, ignored, dislike, hated even.
Modelers are always asking for a higher polygon ceiling, for a larger limit on the number of polygons that their scene can have in it.
This is because often times models are created by looking at a real world object and translating it into the computer.
It is only natural that polygons are going to be inefficient in this type of work.
So I do not model that way. I refuse to model that way. I do not take arbitrary objects and translate them into their closest possible matching polygon equivalent. I do something far different.
When you give me the name of an object to model, a description, an assignment, I take that and I immediately go about building that object up mentally into 3d polygonic space. I literally place each triangle mentally into place so in the most visually pleasing and mathematically efficient way possible.
When you hire me, I promise you that you shall not end up with a 3d model that looks like a mere imperfect reflection of a real world counterpart, but an object that looks whole and natural. And object that looks like every shape and every bend in it belongs.
Because every shape and every bend does belong. It was hand placed there with artistic loving care. I am an artist, this is my medium. I am not translating objects from another medium, from the real world, into this digital one, I am completely generating new objects inside of this digital world. Everything I do, all the models that I create, look correct, look like they belong, because they do belong. Because they were created here, on this digital canvas.
You cannot see the polygons;
Because the polygons are the object;
And the objects are the polygons.
And, oh yes. 80% of them fall under 100 polygons in size. 95% of them fall under 200 polygons in size. And I have never created a model for real-time rendering that was over 300 polygons. Ever.
On the top of this page I called myself an Low Polygon Inorganics Modeler, but I have yet to tell you exactly what that means.What my models can do for your gameQuite simply, I model inorganics and I do so with a very low polygon count.
Inorganics are anything that is not organic or too curvy.
A lot of furniture falls into this category, as do tables, desks, computer keyboards (have you ever seen a computer keyboard fully rendered key by key? I can model it in under an hour. To scale.), monitors, disks, computer mice, doors, pots, pans, guns, rifles, cannons, telephones, bowls, silverware, keys, spaceships, and pretty much anything else that is man made and not part of the iMac line of computers.
How would you like it for your next FPS game to have actual high quality keys being used to open doors?
Keys that are virtually indistinguishable from the real thing.
And are under 100 polygons in size.
Under 50 polygons in size for that matter.
Small enough that you can use them throughout your game to add that extra bit of realism that everybody is always striving for.
You could have a screen full of creatures being displayed and throw in a dozens of my models and not make any difference in your frame rates.
Imagine if you will, a dinner table.Giving you freedomSet with plates. 6 of them.
Each plate has a complete set of silverware next to it.
Not bump mapped silverware on the table as a texture, but real 3d modeled manipulatable silverware.
That looks real. That does not have polygon creases on it, that does not have triangles clearly visible, models that do not belay their origins.
Pure atmosphere.
Imagine that when a player enters into an upper-class restaurant that they the plates all have separate salad forks and soup spoons with them, and what about those soup bowls?
Atmosphere.
Sure, fighting is going to break out a second later and gunshots are soon to tear the entire restaurant up, but for now, for those few brief seconds, you have immersed your played in pure, unadulterated, loving, plush,
atmosphere.
Everything is right in place, all the details are there, and you did not have to sacrifice one iota of performance to get them. When the fighting breaks out the frame rates are going to be just as smooth, the action just as fierce, but now the player is going to feel like they are in a rich restaurant, not just a 3d rendering of a rich restaurant.
That is what my models can add to your game.
That feeling of realism that everybody is striving for. That feeling of .... a virtual world. Where every aspect is complete.
Until now there has been no way to complete those last few details, there has always been something missing, some little part of the puzzle, some little piece of the scene, that made things seem incomplete.
Not anymore.
Contact me and find out what I can do for your game today.
My low polygon inorganic models have another advantage to them.
For not only can they be added to the scene in order to allow for more detail without noticeable performance loss, they can also be used as replacement models for ones that you already have in order to reduce the total polygon count of your existing scenes.Why is this important? Because it allows your organic modelers to create more detailed characters.
Noses. FPS game characters have traditionally been lacking noses.
With the few hundred polygons that I can save you, your characters can now afford to have noses, while your scene maintains the same polygon count as before.
Fingers. So rarely do game characters have fingers, after all they are quite consuming in regards to their polygon count and things can be made to look . . . . ok . . . . without them.
Hire me to remake your weapons, and you shall have polygons to spare for those fingers[1].
Bone joints. Always crucial. The more polygons that you dedicate to the various joints of your characters the more realistic your characters movements shall look.
I can provide you with the freedom to add that extra detail to the joints of your characters.
Clothing. Clothing folds, it moves, it sways, it flows in the wind.
And making that cloth flow means dedicating as many polygons to it as possible.
Ten polygons here, ten polygons there, a dozen here, eight or nine there, soon enough you have those few hundred extra polygons necessary to make that cape really look sinister as it flaps in the wind. Or that dress look stunning as it wraps around the heroine's legs.
Or the hero's legs for that matter.
That is the very essence of what I do. I can allow you and your team to have that extra bit of creative freedom in your games that can make so much of a difference.
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[1] Not a guarantee, fingers are tricky and detailed and the number of polygons that I can save you per scene depends on what the scenes composition is. The polygon savings that come from optimizing the weapons alone may or may not save enough polygons in order to allow for fingers on your main character. Back to whence you came