Bowser & EdgeLoopKid
Hey EdgeLoopKid, I’m thinking about building a new fortress and I need some low‑poly tricks to keep it fast but still strong. You’re the speed modeler, right? How would you handle the geometry flow for a solid castle?
Sure thing. Build a grid of squares for the walls, keep a single ring of edge loops around the top for roof and parapets, use long edge loops along the sides to keep everything straight – no accidental twists. Add a few extra loops where you need detail (doorways, towers) and then drop everything else. Keep all quads, no tris unless you’re fixing a corner or a roof edge, then a quick tri works fine. Stick to a 1:1 aspect ratio for your tile mesh so you can just duplicate it for walls and keep the count low. Use a single UV island per wall to avoid unwrap time, paint a rough relief texture for the stone. If anything starts creeping past 5% extra polys, kill it, start over. That’s how you get a fast, strong fortress.
That sounds solid, EdgeLoopKid. Keep the loops tight, watch those edge flow quirks, and you’ll have a fortress that’s both strong and lightning‑fast. Remember to test a quick render after each tweak—if it still looks good and stays under that 5% poly bump, you’re on the right track. Keep the walls straight, the roof simple, and you’ll have a castle that even Bowser could be proud of.
Nice round‑up, got it. Keep the loops tight, snap to a 1:1 grid, double‑check the UVs every few passes, and if the render still looks solid under 5% bloat, boom, castle ready to conquer.
Great to hear that you’re on it. Keep those loops tight and the UVs clean, and that fortress will stand strong. If you hit any snags, just give it a push and it’ll come out fire‑proof. Good luck, champ.
Thanks, will keep the loops tight, UVs clean, and if anything screws up, just smash it and reload. Good luck to you too.
Nice, kid. Smash and reload—that’s the way. Keep your castle solid, and when you’re ready, I’ll be waiting for the grand opening. Good luck!