Hi does anyone know much about how they smooth for games? At the moment I'm modeling a minigun and I wanted to do a low poly version of it for gaming and if I smooth it as I need to for example to make the barrels smooth it's going to push the polycount too high.
I can use the smooth edges but it's still going to look quite jagged from the front:
I know about normal maps but that's not going to smooth out the edges of my barrels, or would that work for that?
Like if you look at this chaingun for Doom 2016 the barrels look very smooth around the edges:
Any help much appreciated.
Replies
To answer your question id Software did two things for the barrels. The first is that all the rounded edges are normalmapped on. There are no bevels. The second is that the barrels are floating geometry. Which to their credit I did not notice ingame.
Each barrel is 20 sided and for whatever reason displaced slightly. Cutting apart the model like this doesn't hurt performance as it's done along where uv seams would already be.
The reason I suspect they broke it up like this is for the normalmap. It left the bake with little to no distortion along the cylinders as well as keeping most of the flat surfaces clean.
BTW do you happen to have any idea what the polycount of that Doom gun would be?
Excluding padding it uses six textures with alpha at 3840x3840. 3 for the body and 3 for the weapon mod.
Just leaving your lowpoly like this lets you get pretty much the same smoothing as a normal map would be used for, but affecting your polycount limits instead of your memory limits.
What sprunghunt was talking about was this: https://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial/p1
Like I said - it's the same geometry just a proper bevel.