In addition to my last post, I have decided to make this more of a long post with questions, rather than a single problem thread.
When it comes to Max, I have no problem with modeling. The problem hovever comes in in terms of unwrapping, adding materials etc. Hopefully you will be abe to explain me these things I always wonder about.
Lets say you finished modeling your model. Well, part of it. For this example lets talk about a single box.
1. If the model is getting tiny details, or is mented for game engine, it should be low-poly and high-poly. Both of them are modeled, not unwrapped, not even material applied ( I' ll get to it in a second).What now ?
2. I got my model, lower and upper part of box. Should I attach them before texturing ? What about exporting ? Should I export only one object or a group of objects when it comes to model consisting of more parts ?
3. Asked about multiple UVs in previous thread:
http://polycount.com/discussion/179699/3ds-max-texture-resolution#latest4.Lets say model is unwrapped, got coliders,smoothed, ready for exporting. Anything else I should take a look at before getting it to SP?
5. Some game engines, such as UDK used second UV channel for lightning. Does UE4 still need this ?
Replies
I'm working on a mobile game, and we're not using normal maps at all, so we are not making any highpoly models.
But usually the shape details from the highpoly model are baked into textures for the lowpoly model (http://wiki.polycount.com/wiki/Texture_Baking), which are then combined to create more textures (http://wiki.polycount.com/wiki/PBR).
2. Depends on the model.
If the object is one piece in the game, then it should all be attached. For example, a wooden crate with metal corners, this would be one mesh.
But a character holding a gun would be two separate models, character vs. weapon. So the player could switch weapons dynamically in the game.
4. Nope, sounds good.
5. Yes, if using baked lighting.