Hey everyone, this is my first official post on here. I'm a student majoring in Game Design and Development with a focus on environment art. I've been networking a little and some critique I've received from AAAstudio artists is to up my poly count on objects.
I've been modeling 3d assets for some time now but my reason for staying near a low poly count is to favor engine performance, I use Unity the most.
I want to know, what does "high poly" exactly mean? How far can I really push the objects in terms of polys and what object would classify as high poly?
Thanks In Advance!
Replies
Use as much geometry as is required to make it look right at the desired viewing distance but no more than that - anyone saying otherwise is usually talking bollocks.
Generally, it is a good idea to try and have as a low a polycount as is reasonable to make something look decent from the desired viewing distance (as poopipe said), but if it's impacting how your assets look it's usually safe to add a bit more geo. You just gotta be smart with where you use it.
Though usually, when people say "high poly" they mean a mesh that can easily go into the 100s of thousands or millions, which is used to "bake" a normal map that can be used to make the lower poly version of the mesh appear to be more detailed when lit. So there's no vs about it; you need both a high poly and low poly object. So some clarification seems necessary here if you'd like more answers, I think.
Another thing could be that his high poly doesn't do the high polys work. Meaning there are no details that would justify hp.
So without seeing your work its hard to judge what they ment, it could be anything at this point.
I am familiar with baking normals as I usually do that in ZBrush with the sculpted detail. I know that baking high poly detail onto low poly objects is also a thing I have done it once before for a character but I'm not sure if it's the best route to go for a game environment asset.
Thanks again in advance for the feedback!
if it affects the visible silhouette it should be there in geometry.
In this case..
If its an FPS and that's the size of a shipping container you should model the ridges on the sides.
If its a racing game and it's at the side of the track then you probably shouldn't