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Correct workflow for high quality renders.

Hi all, just joined the Polycount community!

I'm currently working on a new project an unsure of the correct workflow. I've worked a few assets so far, and always a high-low workflow, so I'm accustomed to having a low poly asset with baked maps (Not always applying sub-ds).

However - in my current project - I'm attempting to create a high poly render(s) of a tank, so this will be my first attempt at Sub-d modeling.

I've been told so far the rough workflow is Blockout-High-Low/Retopo-Unwrap-Texture... However, I've also seen on here that movies/film use high poly in rendering. So I was wondering if someone could clarify what my plan should be?

Without a low poly bake, I was wondering how substance 1. handles the high poly model 2. If generators can still be used without the low poly bake.

Sorry if this question is basic, or answered already; I've had a look and cant see anything answering my question specifically, but if I've missed it, sorry!

Thanks for your help! :)

Replies

  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    1) It doesn't handle them well.
    2) yes they can; they still depend on baked out maps of SOME sort.  You can just bake the LP onto itself within Substance.  I do this for my low poly work at Snap.

  • sacboi
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    sacboi high dynamic range
    Don't use SP myself, nevertheless I've picked up a few useful workflow tips just from own research for likely application when using alternative painting software.

    Therein found some info via this paid tute, outlining an end-to-end creation process of a sub divided hard surface model which may prove helpful.
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