However, playing as a walk-on soon proved to be difficult. “I loved to play, it didn’t matter what position as long as I was playing.” Jones previously played as a guard or a forward, but would play any position the team needed as a walk-on. After speaking with the coaches and players on the team, he was encouraged to become a walk-on player. The sport he had always loved found a way back to him during his second year of college in 1992. He attended Cal Poly Pomona with the intent of strictly studying business marketing. However, in his senior year Jones suffered an injury that seemed to end his chances of playing beyond high school. Jones made the varsity team his junior year, which was when he was recruited by GLC Kevin Patterson, who at that time was the basketball coach at Cal Poly Pomona. For the most part it just was fun,” Jones said. “Basketball was just something that sometimes you and your friends that you grow up with all like to play. Though he also played baseball and football growing up, he decided that he had the most success in basketball, leading him to commit to the sport in his freshman year at John Muir High School in Pasadena. Polycounts in millions.Even though he knew he was working toward a career in education, future Diamond Bar High School principal Reuben Jones found time in his busy schedule as both a student and a student teacher to play the sport he loved and lead Cal Poly Pomona’s basketball team.Īt four years old, Jones knew little about basketball except that he had fun playing it with his friends. for highly you want the polygons small enough that the surface detail will be well defined, this is usually smaller than screen pixel size or even smaller than that.Depends on the object size, hardware, if it is in the background or not, etc. around 10k for character or more for next-gen.For game models, this is usually from 1024x1024 to 4096x4096 or more for next-gen.Or how the target hardware GPU memory lets you use it. for textures on low poly you want them 2x larger than a texture that has the same size pixels on a model as the pixels on the screen.The appropriate level of detail depends on how small the object will be on screen - basically how many pixels it will cover on screen: That means that for mobile phones this is different than for workstations. What is considered low-poly and high-poly changes with time and computer power, it's safe to say that low-poly is everything that can be displayed on target hardware in real-time. The details from high-poly can be baked into texture maps. You convert high-poly to low-poly through retopology, or decimation.You convert low-poly to high-poly through sculpting, or Catmull-Clark subdivision.That's why you see so much about low-poly - with knowledge about low-poly topology the high-poly comes along. The problem with low-poly is topology, which has to follow some rules, so the shading looks right, the subdivision surfaces are right or the sculpts will be right. low-polygon proxy geometries of high-poly ones - for rigging and animating.
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