Hey Everyone,
I am fairly new to 3D stuff. I have been working with modo for 5 months and ZBrush for 3 weeks. I usually make low poly stuff because that's easy to do and I think about optimization a lot while modeling.
I am tackling my first high poly asset. I am attempting to make a weapon for Fallout 4 (when the GECK is released). Since I have never really attempted a high poly model before, I have NO idea what is a reasonable count for a game like Fallout 4.
Here are the concepts of the weapon and the mods it will have.
Here is my base weapon in modo. It is pretty low poly.
Here is my ZBrush file that I would get the normals from.
Here is a file where I was just messing around with the noise maker and trying for better normals.
Now, here come my questions:
1. Since the base model is low poly, would there be a point in increasing the poly count? I would think the normals could handle most of the obvious faceting.
2. I am trying to put chains on the weapon in modo, but I don't what super obvious edges on the chains dues to keeping the chains low poly. What is a reasonable count for next gen game weapons? I was told on reddit that 20-50k is fine for weapons. That blew my mind because I never worked on anything higher that 2k.
3. When unwrapping the assets, should I unwrap a low poly version of them and then proceed to make them high poly? Or do I just unwrap the high poly?
4. Should the assets be unwrapped before bringing them into ZBrush?
If anyone has any suggestions or things to point out, I would love if you did. I still have a lot to learn. Also, I am new to this site (made an account 1.5 hours ago), so if the format of this post is not accurate or if it's in the wrong section, please let me know.
Thank you
Replies
For mobile, you usually want to use as few vertices as possible while still capturing the big forms of the silhouette because all of the geometry is usually sorted into buckets before being rendered one bucket at a time. This is a strategy that mostly decreases the amount of bandwidth required, but tends to fall off quickly the more geometry that it needs to render.
For 3, high polys can be useful to have UVs on if you want to paint your highpoly instead of your lowpoly, but that really depends on the application. It can be really useful to have UVs on your highpoly object in Mudbox and to a lesser extent Mari, but in Zbrush and most other programs it is really not very useful (especially because of Zbrush's Polypaint.) Typically in Mudbox you would want to have UVs on your base mesh which could then be used for baking, to paint your highpoly, or to uniquely identify vertices on your basemesh, which is useful for reimporting morphs on your base mesh. Zbrush tends to use the order of vertices for a similar function. UVs on your lowpoly are always needed.