Hello,
I've finished a couple projects with good results, but I see people mention sometimes to maintain good edge flow on low-poly models. Does edge flow matter if the model is not being subdivided? I haven't had any problems yet with what I've been doing.
Are there any general tips to keep in mind when create low-poly props for normal maps? Does edge flow matter for low-poly? Any modeling principles to keep in mind besides the obvious? Just want to make sure I'm not missing anything.
(I'll include some wireframe images of a model I made when I get home)
Thanks :)
Replies
Depends. Often it's best to refine the topology to match the flow of the silhouettes.
If the model deforms at all, for example a floppy hat with ragdoll constraints, then topology flow really matters, it's helpful to have good edge flow wherever it bends.
More on the wiki
http://wiki.polycount.com/wiki/Topology#Principles_of_Topology
Also some wireframe examples & animated gifs:
http://wiki.polycount.com/wiki/Limb_Topology
As Eric put it, the importance of edge flow depends. However, it's probably best practice to have it as good as you can, whenever you can.
As for just general low-poly modeling tips, here are a few I can think of right now:
Great tips.
Re: bullet point 1, check out Understanding averaged normals and ray projection/Who put waviness in my normal map?
Re: bullet 2, here's a great example: http://wiki.polycount.com/wiki/Normal_Map_Modeling#Low-Poly_Mesh