Hey Polycount!
I am studying modeling and I get a bit confused about the workflow or process of Low Poly to High Poly (or baking).
My goal is to be an environment artist. So let's say I want to create an environment that features a military vehicle and then building the environment around that.
Would you first do every part of the vehicle in low-poly, then do a high poly version of it and bake it after? Or would you directly do the high poly and do UV's?
Let me know what you think. For me it's a really confusing topic and I'm trying to bring it all together.
Replies
Make your high poly first, if you even need one, maybe try focusing on getting a decent model first.
Then if your model is too high density for realtime, create a lower-poly version of it, while still closely matching the shape of the high.
Bake the high poly normals and ambient occlusion onto the low poly.
I always recommend that beginners try their hand at very simple geometry before they give themselves headaches with large models. It'll give you the practise you need.
I'm using Maya. So what I'm doing now is: doing the low-poly, duplicate it and then create the high poly using edge loops and bevel (to get the sharpness/smoothness in the edges).
Yes, I'm trying to do it with simpler objects at the moment. There is so much information out there, you kinda want to understand it all haha.
but no it can actually work, it really depends on the style and the final product. We had productions where it was exactly like this due to budget constraints there was no time to retopo and set up bakes classically. So we cut down the time needed by going the other way around. But arguably the highpolies have been pretty simple.
here are a few example of the approach
it involved little to no sculpting and was basically just lowpolies prepared for doublesmooth a few minor details on top and quickly baked down. Very quick turnaround time.
I will try both methods. Guess it also depends on what you're working on.
As you get a bit of experience, you'll become better at planning which parts of a model you can reduce / modify from the highpoly to get your lowpoly and which parts will need to be retopologized manually.