Hi all,
I've recently started making low poly assets with the aim to get them working in unreal. I start with a high poly model and have some questions about the best workflow/order of practices of when to make the object low poly.
Before I do any baking to normal maps, should I make the basic shape of the object lower poly, getting rid of unnecessary quads, but leaving intricate details on certain areas to bake down? Then just remove the detailed geometry after.
At which point should I unwrap the UV?
Cheers.
Replies
1. make the hp model (normally all quads)
2. make the lp model (you just need the geometry to keep the silhouette and the shape)
3. unwrap the lp model
4. baking
5. texturing
I will bake from the hp which has different geomentry than the lp, so will the baked map fit the lp?
If so, then doesn't the hp need to be unwrapped in the same way as the low poly before baking?
he seams to be new in this kind of work as you can mention. so it would be the best to start by looking for quads all over at the start. telling him to have ngons at flat surfaces would be the wrong start
One last question I had:
When I made a lp version of a hp piece I made previously, I removed edge loops to simplify the shape rather than remodelling the whole thing. Is this a good way to make something lp as well?
In what universe is this still a thing ? Quad,tris or Ngons are perfectly fine no matter how n00b you are.I would suggest the author to take a look at this topology guide blog
If you want to texture your high poly for later presentation you can either unwrap it and texture it the classic way or use procedural textures with projected details.
Texturing a high poly can be a really complex task and i would suggest you to first start with the low poly,and once you understand how it works it will be easier to work with high poly textures.
Does it make any difference to the outputted normal map, how reflective the currently applied material on the hi poly object I am baking from is?
Here is the exploded high poly:
Here is the lo poly:
Here is the normal bake from the hi poly:
And here is it applied to the lo poly:
It's not quite what I was expecting. And I notice that the bake on the cushions seems to look really lo poly. Any tips to make this get better results?
Does the hi poly have to be bigger than the lo poly in order to successfully bake from it?
EDIT:
Actual surface of LP is not take into account when baking. It's normals yes. They control direction of incoming bake rays. So you can have HP mesh larger than LP. Important is to ensure that LP is following surfaces of HP as close as it could. They can intersect on many places.
This is with lo and hi poly together (low in pink).
here with the cage.
and here is that section in the baked normal map.
To me it looks like the protruding low poly is getting baked too. When setting up the projection, I select PICK and select only high poly objects.
Any thoughts?
So under projection mapping in the baking options I see a tick box for sub-object level. Do you just mean untick this? I cannot see any hide option.
if you plan to do a full map bake and use white material for the
high poly in that case.
I agree with Warren on the high poly having triangles, its a waste of time removing them if i smooths correctly.
Ed
Thanks so much everyone for the help. Through this thread I've gone from being utterly confused about workflow for game assets, to having a decent workable method. Educational. You guys rock!
Hi all,
I am baking a normal from a new model. I have made the LP transparent like discussed before, gave the HP a white and non reflective material.
Here is a bake. What are the white patches with straight edges on the underside of my mattress?
Also the red areas, I've expanded the cages enough and still getting red areas. I see some of the red is speckled or motled, that is not even on the HP model.
Any help please. I am lost now.