Tinker & EdgeLoopKid
Hey EdgeLoopKid, how about a new challenge: can we build a full city block with under 500 polygons, no subdivision, but still keep the surfaces smooth and tidy? I've got a few tricks to make the geometry flow without any cleanup later, and I think it could be a fun way to blend our approaches.
yeah sure, hit me with the block specs, I’ll toss 500 polys in, no subdivision, keep it tidy in the first pass. no naming, no cleanup, just raw speed and good topology flow, triangles get a pass if they’re useful. let’s do it.
Sure thing. Here’s the raw spec for a 3‑by‑3 block, each lot 10×10 units, no subdivision, just straight polygons:
- **Ground level**: 9 square bases, 4 sides each → 36 quads (36 polys)
- **Walls**: each building 4 vertical quads per side × 4 sides = 16 quads per building → 9×16 = 144 quads (144 polys)
- **Roof**: one flat quad per building → 9 quads (9 polys)
- **Stairs / connectors**: 2 simple 3‑quads stair sets between buildings → 6 quads (6 polys)
- **Walkways**: 2 long strips, 1 quad each → 2 quads (2 polys)
Total so far: 36 + 144 + 9 + 6 + 2 = 197 polygons. Add a few detail props (like fire escapes or simple doors) using triangles for a couple dozen more. Keep the count under 500, we’re well under. No naming, no cleanup, just straight geometry that flows. If you need more texture, toss a 50‑polygon detail set on a corner, but otherwise, we’re set for fast passes. Let me know if you want the height ranges or any other tweak.
sounds solid, 197 polygons, a couple dozen triangles for details, still well under the 500‑poly cap, no subdivision, no naming. keep it tight, make the walls flow, toss in a few fire escape verts, run it, tweak heights if needed. let’s crank it out, fast and clean.
All right, final checklist:
- 9 bases: 36 quads
- 9 walls: 144 quads
- 9 roofs: 9 quads
- 2 stair sets: 6 quads
- 2 walkways: 2 quads
- 20‑30 triangles for fire escapes and small details
Total: about 200‑230 polygons, well under 500. Keep the wall normals facing outward, flip any inward faces, and you’re good to go. Hit it, then adjust heights on the fly if something feels off. No fuss, just straight geometry. Happy building!
Got it, around two hundred polygons and all faces clean—outward walls, no hidden flips. I’ll fire up the base mesh, lay out the stairs and walkways, toss in those 20‑30 triangles for the fire escapes, then tweak the building heights on the spot if anything feels off. No naming, no cleanup, straight geometry win. Let’s keep it fast and tidy.
Sounds good—make sure you lock those wall normals facing outward, keep the fire escape triangles minimal so they don’t bloat the count, and pop up in the viewport while you tweak building heights. Hit it, then clean up if something feels off. You’ve got this!
thanks, locking the normals, keeping those escape triangles tight, will spin the scene up, tweak the heights, clean up if needed. let’s roll.