hey guys,
i want to make this train station chair but i dont know how to do the highpoly right and iam struggleing how to end up with a good lowpoly result because all these wholes need a lot of geometry. so how to do it best. hope you can help me.
cheers
Replies
Also depends on your modeling software. What software do you want to use?
[ame]https://www.youtube.com/watch?v=jGNSJeJ7sYQ[/ame]
here is a better photo what iam aiming for:
Just don't expect the whole process to be easy. You've got a lot to learn when you start baking stuff. Luckily, Polycount wiki has everything you need
takeing for all this geometry with a 4/5 sided cylinder would cause to much polycount or how would you do this?
We have a baking how-to guide here
http://wiki.polycount.com/wiki/Texture_Baking
Do-able, and gives better texture resolution, at the cost of more vertices and more UV work. If so, that's what I meant by more complicated. Sounds to me like this might be difficult for the OP.
The other drawback with a tiled texture is you don't have unique UVs for the seat and/or back, so you can't easily add butt-wear, dirt, etc.
It can be done by subtracting the rows/columns where the specific tile is from the UV numbers in the texture sampler. The bad part is that you get MIP bleeding if you don't account for padding in the atlas.
http://oliverm-h.blogspot.com/2013/04/how-to-create-ue3udk-texture-atlases.html
More here
http://wiki.polycount.com/wiki/Texture_atlas
You could even use another UV channel to multiply the dirt and extra details over the tiling parts.
The problem is that these things start to get a little inflexible in a multiple asset pipeline pretty fast.