Hey guys, I have been studying Genshin Impact's 3D model and their polygon seems to be a little different compared to normal 3d modelling that I'm used to.
As I know most of the 3D software(Maya/Blender)'s polygon are in squarish pattern even if it is tilted and wouldn't pick a weird angle to create their polygons due to the difficulty of adjusting them. Retopolizing on Zbrush or Blender would also create polygons that are easy to create or optimized.
The picture that I'm posting is the "Normal" way that I would create a belt compared to Genshin Impact's Horizontally cut polygons. Is this a special technique that they are using to generate these polygons? Because they seems to be harder to adjust and it's probably not from human retopolizing.
Anyone had an idea about how they did this? Appreciate it if someone could shed some light about this.
Thanks in advance!
Replies
Or import and export the asset. You need this for clean normalmaps.
Kind of related question. What is the polycount on those genshin models? I've been wondering 🤔
17616 tris for that one character.
It's all done purely to support better deformation . The more even and grid-like the vertex placement is, the less edge cases you get under skinning.
The edge direction affects how the mesh folds so it is likely that the artist has manually forced it in some areas but for the most part they probably just used symmetry.
Bear in mind that these models are almost certainly kitbashed from base meshes that then have shapes cut into them and extruded for details like that belt. They probably aren't making much use of baked normals and the cell shading means that conventional artefacts associated with mesh normals aren't 100% applicable
looks like they had trouble with how it was deforming in relation to the body behind it, the short belt-let directly below is of a "normal" type but could be made to match to topology below if was causing an issue