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Carrara F.A.Q (Last Updated: 2026 Jul 11 2:50 am)

 

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Subject: Poly count.. How low do you go and what is to much.


Tashar59 ( ) posted Wed, 05 April 2006 at 5:01 AM · edited Wed, 15 July 2026 at 3:38 PM

file_336925.jpg

OK, so don't laugh. Remember I have only had this app for a few days, not counting trying the demo for 2 weeks off and on. I started to build this head. I then noticed that my poly count is higher than what I see in all the tutorials and vids. I only smoothed 1 time to get this look. Is there an advantage to using less poly count and smoothing more or is fine to do it this way.


ominousplay ( ) posted Wed, 05 April 2006 at 11:10 AM

I think it looks fine. Check out some of the models from Daz or old Zygote models. Bring them into Carrara and the poly count is huge. Unless you plan to have 100 of these dolls in a scene, I think the count looks fine. Nice face, by the way. You may want more geometry around the mouth. R

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Tashar59 ( ) posted Wed, 05 April 2006 at 12:26 PM

I wasn't sure how to go about it. I thought I'd try modeling a different way. I have always box modeled most stuff, unless it was curves in Shade. This way is my first attempt. That's why I thought to ask what others are doing. The mouth does needs more loops. This is just the start. I also need to do the same thing with the eye lids, nose and I haven't even started the ears. I started with a basic out line and have just winged it so far. I'm not even sure what it is yet. But I will when it's finished. LOL.


estherau ( ) posted Fri, 07 April 2006 at 7:03 AM

whatever it is it's kind of cute. Love esther

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Teyon ( ) posted Fri, 21 April 2006 at 4:22 AM

As a side note, if you're concerned about poly count one important trick is to NOT subdivide too early. The whole point of Subdivison surface modeling is that you have a low res cage producing a high res model and subdividing too early can defeat that by raising the poly count too high. However, this should only be a concern when you have huge scenes to deal with, when you're animating (easier to move a low res model than a high res model), or if you're working in the video game industry and have a strict budget on polys for character models.  Just my two bits.


Tashar59 ( ) posted Fri, 21 April 2006 at 2:44 PM

I agree with your points. The model is not subdivided, except one time to show what the face may kind of look like. I modeled using facets instead of block modeling, my first try. So the polys you see are the size I started with. It's a learning experience. I'm trying to learn as much as I can before Hex 2 comes out.


Teyon ( ) posted Fri, 21 April 2006 at 5:17 PM

I do edge extrusion myself, it's fast for some things. The more you work at it the more you'll be able to do with less, so keep at it! I was really hoping Hex2 would be today but I guess not.  Lookin' foward to your next model.


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