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Low poly asset creation workflow

I typically model building exteriors and texture them with procedural materials. I recently needed to create furniture and I took the same approach applying the normal and specular maps associated with the substance to the asset. But they are poor quality and I'm getting a lot of sharp shadows and artifacts when I lightmap them in Unity.

What is the best workflow for creating low poly assets? I am using Maya to create a relatively high poly model and a low poly version. Unfolding the UV's and baking normal maps. But i'm still getting a lot of artifacts and my normal maps suck!! Among other things, i'm getting ridges along the polygon edges of my low poly model? Is my low poly model to low poly?

Replies

  • AdvisableRobin
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    AdvisableRobin polycounter lvl 10
    Are you letting Unity auto-generate lightmap UVs?

    Read this thread to learn about how to get good Normal Map bakes.
  • topofsteel
    Yes, I typically let Unity generate the lightmap UV's. If my object uv's are good it generally does a decent job.

    Great information. My initial test switching to object space normals had positive results, but in practice it didn't work out and I'm still having a hard time. Some questions...

    - What additional settings in Maya do I need?

    - Some of my normals are flipped producing concave faces. I saw a setting for flipping them somewhere but what causes this? The normals in question were generated from faces, not hi-poly to lo-poly.

    thanks
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