There is a fair bit of room for optimisation here in order to cut down
the polycount. Not that you NEED to cut down the polycount when it's
this low, but the more efficient use you put each poly to, then the
more detailed the work can be without using any more polys :smile:
The first thing to note is that if you have a vertex somewhere, it
should be there for a reason. Normally this means it will be at some
sort of corner - a change in direction if you like. You look to have a
few redundant vertices about that are forcing you to use more
triangles. I've marked a few in an image and shown which vertices I
would weld them to...
Anyways, nice start on modelling, and its good to see you are giving it
a shot. It looks a bit oddly shaped in places (the squared back
cushions and the gaps between them look a bit awkward), but skinned it
hide some of those issues.
I can't help but notice the name of the project this is for is called
"floorcommander" and the model is called "couchbig", which suggests
this is for some sort of rats map. If so, you should probably make it a
bit more detailed; smoothing out curved and things a bit more. Another
reason to have additional vertices is that in the source engine
and many others, models are lit by picking up lighting information at
each vertex and then interpolating the lighting across the faces of the
model based on the lighting at each of the poly's corners. This means
that in order to get nice, detailed lighting on a model you don't want
vertices to be TOO far apart. If this couch is going to be huge due to
being in a rats map, then you might consider breaking up some of the
large expanses on it up so there are more vertices to pick up lighting
info.
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