Hello I'm quite new here and a noob at game models. I'm more a general media modeller.
I wonder if game models need a totally different approach to retopology, uvmapping, texturing. I have sculpted an organic ship and this will be for a low poly mobile game. I need to retopologize this model and not sure if the cylinders should be a separate mesh or it has to be one piece with the main body. If this was for video or stills I would just separate it. For games I have no idea about the logic yet if this will be ok in game engines. Any advice appreciated.
Heres the ship
Replies
Also if the model is going to be deformed, like an animated character with smoothly-bending limbs, then you need good edge loops in the topology, to support that bending. See: http://wiki.polycount.com/CategoryTopology
http://wiki.polycount.com/ReTopologyModeling
But in your case, if you're not using animated-deformation on the model, you could simply use an automated decimation tool, like Meshlab.
http://wiki.polycount.com/CategoryTools#Decimation_Software
It will make what is often called "triangle soup", as in no edge-loops, just a sea of triangles when you look at the wireframe. But this is often good enough, and a big time-saver.
I manually retopoed and uv'd one of the ships. After reading some forum posts, wikis and tuts I created the retopo like this and uvmapped along edges I want to be hard.
I wonder if mirrored uv's are ok for game engines?
I will paint this with 3dcoat and also do the normal maps there.
I thought it was very low already. Less than 1k polys.