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High poly - Low poly : workflow query

polycounter lvl 3
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Nyawning polycounter lvl 3
I'm modeling a part of a robot. 
I'm starting with the High-poly.
While modeling .. i wanted to bevel some edges.
I started thinking .. should i keep a version of the mesh on the side that has no bevels ?
Wouldn't that make it easier for me later on when making the low poly version ?

Is this the most efficient to work ?
How do the "pros" do it ?
So i came here hoping someone would give me an answer,
and clarify it for me once and for all.
Thanks.

Software : Maya.
Asset type : Robotic Character.
Asset info : Asset to be used in Unreal Engine.

Replies

  • Alex_J
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    Alex_J grand marshal polycounter
    Not a pro, but yes, keep anything you think might be useful later. If you got a complicated scene and want to keep it clean, export that as an fbx with a descriptive name in a smartly named folder just for items like that.

    If the scene isn't huge with tons of stuff, just toss it into a group that can be hidden away until you need it again.
  • sprunghunt
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    sprunghunt polycounter
    Sometimes I'll do keep an un-beveled version. Although sometimes I'll rebuild the lowpoly completely from scratch. It depends on what kind of shape it is and how I've made the hipoly versus what a good lowpoly is. 

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