May I ask when modelling a complex high poly mesh and then needing to convert it to low poly what is the usual technique?
Is there a software that you can use to speed up the process or do you have to manually create the low mesh using elements from the high poly mesh?
sorry if it's such an obvious answer.
thanks
Replies
For hard-surface, if you build your high poly with the low poly in mind you can just reduce and edit many parts to get your low poly. This you can do inside your modelling software. One simple example of how to plan for low when building high is cylinders: If you are going to use a 12 sided cylinder in the final low poly, create the high from a 12 or 24 sided cylinder so that you then can just easily reduce things down.
Sorry if non of this is automatic, as I still end up doing most of my re-topology by hand. Doing things manually still gives the best control. But auto generated bases are good to get some speed up for sure.
Aaaand I am not saying that any of this is the "usual technique" just my personal input on the matter.
Organic surfaces are a bit trickier and generally I'll do the majority of that via retopo. Sometimes you can do the same trick of pulling loops out, but takes a bit more clean up at the end.
Previously I would load up an older copy of the model from before I started adding heavy detail, but it's effectively the same thing.
Organic surfaces I usually retop or make from scratch depending on the object.
i like to make my high polys very dense so deleting edge by edge is not usually feasible
The fact that edge softness and scale might depend on final texture resolution is one good example for how the high poly is subordinate to the final asset - The low poly.
Modelling for film is often different and while optimization is also important in that media, realtime in-game meshes have other prios.
Have you heard of substance painter and/or ndo? You don't need to be that inefficient anymore.