Heyo!
I know how to go from a high-poly down to a low for real time assets, but I am wondering how it works for cinematics? Do you still bake down to a lower poly mesh for animation/rigging? Not using normal maps but instead displacement/height maps? I've watched a few vfx breakdowns where they show the actual mesh, and its still pretty high, so I understand that part. The most confusing part for me is how to maintain the super highpoly detail down to the lower mesh for animation. I know this a pretty big question, if you all have any great tutorials that are worth watching/buying that would be amazing. There are so many tuts out there its hard to know which ones are good and worth my time.
Even a simple bullet-ed list of each step you take to get from high poly down to a lower mesh would be helpful.
Thanks!
Replies
I hope someone here who is actually at a studio that is producing cinematics right now can give you more detailed advice.
Cheerio
I've been using ugly low poly proxy meshes, no normal map or displacement.. I can only assume a lot of VFX breakdowns for movies are still just choosing to show us higher poly renders. Looking at animator portfolios for film they often just have these really basic proxy models to work with.
More information would be nice!
But the real-time/offline gap continues to shrink.