Hello. I am still a beginner when it comes to 3D in general. I've spent the last month or so practicing SubD modeling techniques with emphasis on maintaining clean topology. However, i realize this approach is often used for 3D models in animation or the film/tv industry, and not as in game assets. I checked other artists who do low-poly modeling for games, and it has a variety of triangles on their models.
My question is: Is it useful to continue practicing SubD and clean quad topology? How do some artists convert a high poly SubD model to a low poly with triangles for game assets? I would appreciate to hear your insights. And thank you.
Replies
Aside from the wiki already mentioned, a goldmine to dig through is FrankyPolygons' sketchbook. Using the forums search function, you'll find more related threads.
To get a lowpoly to bake to, you could for example simplify/reuse the base mesh/control cage, decimate the highpoly or do a manual retopology. Again depends on the specific situation.
Triangulating a mesh before baking is important to ensure that its shading is consistent between applications.