Hello guys, new to this place. I'm more of a motion designer / animation artist - but i'm trying to do some game-stuff as freelance.
I'm making a handball model, and i'm just wondering if my workflow and topology is on the up and up.
Here is my workflow in list format:
- Model high poly ball that looks nice
- Model low poly ball from platonic primitive
- UV lowpoly
- bring into zbrush, subdiv - reproject
- multimap exporter - disp, normal, ao, mesh
My questions:
For a hero interactive ball asset for use in VR games (Oculus Quest), what would be an acceptable polycount? I'm currently at 360 or 1080.
Is my topology good?
What can i do to avoid these creases and weirdness in normal map?
Does unreal VR support displacement map?
some pics (currently only using normal map, bump and albedo texture.),._
Replies
I dont know if displacement is an option in vr, or how hard it affects performance but i think a good normalmap is sufficient. I would add more polys to the model instead of using any form of displacement.
My concern with spherical mapping is texturing, but i guess it's pretty straight forward now with new softwares like substance painter etc.