Hi guys,
I am a newbie zbrush sculptor and I have a question regarding low poly models. How does it work that a model like the one below, which consists of somewhere around 3k. tris looks really fine and the actual triangles cannot be seen? I mean, the texture is very polished, the detail is quite fine and still it's a game engine optimized model.
What't the technique behing it?
I tried to decimate my own model, projected the high res details onto the low res one but eventually, the decimated model was not as smooth as I wanted. Anyway, I am curious how the texture gives an impression of a relatively detailed model when behind it, there lies a low amount of polygons.
Replies
Something similar to this: http://choib.blogspot.com/p/erasam-emberheart-blood-elf-artificer.html
You're going to want to bake maps out from your highpoly to your low-poly's UV set with xNormal or something similar.
http://kepfeltoltes.hu/130405/Ref_www.kepfeltoltes.hu_.jpg
Whoopsies. Did NOT know that.
no, its only used to optimize the highpoly for better performance when baking and creating maps, you must absolutely retop or create a low poly version of your model.
there are no shortcuts...ever.
I think LOL only used diffuse maps, but Dota 2 uses most of the new fancy stuff, even PBR.
http://wiki.polycount.com/wiki/Topology
http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterArtGuide.pdf
http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf