Hi guys,
I'll be honest, I haven't done much work with game assets. I'd like some help quickly verifying that my low-poly is in shape and ready for unwrapping, and crits? What I have here is a red dot sight that's going to be imported into Arma III.
Here's the model:
[SKETCHFAB]32280e1aea9f44cc80589fe9cff37022[/SKETCHFAB]
How should I approach unwrapping this model?
Any advice would be greatly appreciated, thanks!
Replies
basically go gover your model and keep asking yourself, does the shape changealot if i take away this vertex? if the answer is no, your NM can take care of any small erroers.
good luck
http://tech-artists.org/wiki/Beveling
http://www.polycount.com/forum/showthread.php?t=107196 (You've probably already seen this?)
Short answer is you can bevel if you think it benefits the silhouette significantly. If the normal map could smooth the edge sufficiently then you don't have to bevel.
Think about geometry density in general, for instance that round knob on top has more sides to define its roundness that the big curves of the scope, which will be more visible to the player because of the way they face the camera.
Its also important to match the lowpoly to the sub-divided highpoly, not the pre-subdivsion cage mesh.
The base of the sight and the laser projector bit should be a seamless mesh, no need for a separate mesh chunk there (you don't need a seperate chunk in the low for all seperate chunks in the high).
No need to model the indent around the lower dial, won't ever be seen. If it will be seen, make sure to match the same amount of sides on the cylinder as on the indent.