Just wanted to clarify some things...
Is there a rule for how "low poly" game props need to be? Under a certain amount? Is it more like use your best judgement?
Ive seen tutorials that use the PSD Network workflow in Maya and use XNormal for normal maps. I've also seen tutorials that just build textures in photoshop then make normal, spec, etc. using nDo2. Im going to assume this is preference, but which is the most common workflow?
What about poly painting in Zbrush? When is that used?
It seems to me I can just literally build a low poly prop, make my diffuse map and then generate spec/normal maps and be done. Is this the case? Is there more to it than that?
Im just getting overwhelmed with all these different tutorials and want to make sure Im doing the correct, most common way.
Thanks for your time
Replies
Poly count is arbitrary if you're just making a portfolio piece. But you should not be making something 100k tris if you can get away with 20k with no noticeable difference. Efficient poly flow is something you'll learn as you progress. In a studio setting you'll be given a limit to adhere to though.
A lot of it comes down to preference but people change workflows to be more efficient. And even different props can have different workflows it just depends what you make.
But it's a very broad question, and there are many many workflows out there. I would pick whichever makes your work look the most awesome.
One more question...and this is another total noob question, but I was looking at the Contests and Challenges section and the MINI-GOLF contest is extremely awesome. Wish I was in position to give it a go. But my question is, how are people getting that pixelated texture? I see their low poly objects, but they look to have pixelated texture maps on them. Is this done on purpose or how is this done?
Bump cause I would like to know too. If anybody has an answer...
Yes it's on purpose. The pixels are large, and unfiltered. It's an old-school method, from back when hardware wasn't fast enough to smooth thimgs out. You can disable texture filtering to get this look.