I was way off on my poly estimate. That helps me understand AaronG's comment.
This is exactly the type of crit I need.
I think I will finish this higher poly version, just to gain the experience. Then I'll aim to cut back.
I'm very new to doing 3D games and Modeling. So I don't have much reference for what will work and what will hog the system. The first few hours I was more concerned with orienting myself in 3D space, and Milkshape's interface and tools. I still have a long way to go, as I know I'm not using the app as efficiently as I probably could.
Now that I am getting comfortable with modeling I realize I can pretty much model anything I need (Just as I can draw well on paper). The hard part for me is trying to balance what is necessary amd what is overkill. Especially since I don't have much experience in texturing & shaders. So I'm constantly trying to figure out what I need to model, and what I can leave for texturing.
For instance, when I started this model I was planning on having a lot of the engine components done in the texture. But as I started going, and having fun, I began modeling stuff like the spark plug, the heat flanges etc..
So finding that balance, being efficient, and understanding how texturing will effect the overall look is something that I'll have to work out.
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SOME QUESTIONS
Q. Are there any links you know of, that I can read about on the topic of getting the most out of fewer polys?
Q. When modeling and animating for a 3D game, how do you decide what (specifically with animation) needs to be done real-time in the game, and which animations you keyframe animate, and just play in the actual game? (hope that makes sense)
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- Perhaps I can use a snapshot of the higher poly model for stacic representation for my game, and use the lower poly model for the real-time gameplay. For instance, I can use the high poly image for the lawnmower purchasing screen.