We had a week of modeling project at school, and I've been really inspired by this theater that's on my way to school.
The model was done in LightWave with a mix of LWCAD and default tools. Rendered in Octane.
The initial task was to make a model. Period. But I'd really like to use this model to learn more about making high detailed models into low poly with normal maps for game engines. Especially for all the profiles on the trims all over the walls and windows.
If you have any pointers on how to deal with the details on the pillars, feel free to give me a heads up.
[ame="
http://www.youtube.com/watch?v=uzEfh14WR9Q"]https://www.youtube.com/watch?v=uzEfh14WR9Q[/ame]
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It's certainly a solid beginning, but please give some more information on what you're modelling and where you're looking to go with it. Most modern engines don't even blink at a million polys in a scene, so "low poly" is a somewhat flexible term...
I've attached some screenshots with wireframes.
As you can see, my initial objective was to create a beautiful model for render, and I didn't make any sacrifice to optimize for a game engine. But I think it would be very cool to get it in Unreal Engine for a real-time experience/presentation with ambient sounds and all.