Tinker & EdgeLoopKid
Tinker Tinker
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.
EdgeLoopKid EdgeLoopKid
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.
Tinker Tinker
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.
EdgeLoopKid EdgeLoopKid
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.
Tinker Tinker
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!