Hey,
I am making a model and its my first one.
I think i overdid it a bit with details and came to 500k polys.
And because i am not sure how it should be the right way. And it looked difficult to do so.
I made the whole model to be out of one mesh. No floating geo or anything like that.
But, i want to use the model in Unreal 4 and maybe if that is possible, maybe someones like the model for something else.
I am almost finished with the design but i noticed... If i got a 500k poly model.. How to unwrap this? That would be a pain...
So, i started to take things a bit apart..
I made some parts like this.
I extruded a part and this cylinder goes into another cylinder.
If i would attach both meshes, there wouldnt be any overlapping faces or something like that. They are seperated like this but its hidden.
And then i have screws, a lot of them, i made them like this.
So they are modeled into the main mesh.
But, i wonder if i get problems when baking the normal map.
Never made one so i have no idea if it works or not.
What you think?
Thanks!
http://fs1.directupload.net/images/150810/ktu4hp3o.jpg
Replies
Your other questions, there isn't enough information your post to answer them. I would suggest looking at some basic tutorials on normal mapping and trying it out.
Then you retopologize the high poly model into a low poly model, carefully thinking what elements you have to build geometry for and what can be faked with a normal map.
You UV the low-poly object and then bake the normal map for it from the high poly object.