Binoculars High Poly and Low Poly 3D Models

Binoculars High Poly 3D model marmoset viewer

Binoculars Low Poly (optimized) 3D model marmoset viewer

Binoculars low poly (left) and high poly (right) comparison

Binoculars low poly (left) and high poly (right) comparison

Binoculars high poly render 1

Binoculars high poly render 1

Binoculars high poly render 2

Binoculars high poly render 2

Binoculars high poly render 3

Binoculars high poly render 3

Binoculars high poly render 4

Binoculars high poly render 4

Binoculars high poly render 5

Binoculars high poly render 5

Binoculars high poly render 6

Binoculars high poly render 6

Binoculars high poly wireframe 1

Binoculars high poly wireframe 1

Binoculars high poly wireframe 2

Binoculars high poly wireframe 2

Binoculars high poly wireframe 3

Binoculars high poly wireframe 3

Binoculars high poly wireframe 4

Binoculars high poly wireframe 4

Binoculars high poly wireframe 5

Binoculars high poly wireframe 5

Binoculars low poly render 1

Binoculars low poly render 1

Binoculars low poly render 2

Binoculars low poly render 2

Binoculars low poly render 3

Binoculars low poly render 3

Binoculars low poly render 4

Binoculars low poly render 4

Binoculars low poly render 5

Binoculars low poly render 5

Binoculars low poly render 6

Binoculars low poly render 6

Binoculars low poly wireframe 1

Binoculars low poly wireframe 1

Binoculars low poly wireframe 2

Binoculars low poly wireframe 2

Binoculars low poly wireframe 3

Binoculars low poly wireframe 3

Binoculars low poly wireframe 4

Binoculars low poly wireframe 4

Binoculars low poly wireframe 5

Binoculars low poly wireframe 5

Binoculars High Poly and Low Poly 3D Models

Binoculars 3D model that I made using Blender. This is a comparison between my high poly and low poly (optimized) versions of my binoculars 3D model. On the high poly model, more parts use the subdivision modifier. The low poly model has about half of the polygon count as the high poly model. Both model versions make use of a normal map to add a grip detail without extra geometry. Both models have been manually UV unwrapped, were made using the metalness workflow in Cycles and use PBR textures in PNG format.

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