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Most Efficient Way to Render Ready Game Models

Jumbee
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Jumbee polycounter lvl 3
Hey,
Game-Ready models are very low poly. Which makes them very hard to look good for portfolio renders. I generally spend extra time to re-bevel and subdivide the low poly version to make it look better. But i already have a high poly at hand.

- Is there a workflow where i can efficiently turn my model into high poly without messing up textures that i have set up for lower polygon counts?
---OR
-Is there a workflow which covers you for both game ready models but also you can increase the quality when you want for rendering?

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  • sacboi
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    sacboi godlike master sticky
    For portfolio entries people usually upload high resolution content alongside detailed breakdowns, so is there a reason why you've chosen an optimised route? also yes various workarounds do exist however posting a pic or two would be nice, to enable effective advice instead of guess-work i.e. organic or hard surface...etc?  
  • Jumbee
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    Jumbee polycounter lvl 3
    sacboi said:
    For portfolio entries people usually upload high resolution content alongside detailed breakdowns, so is there a reason why you've chosen an optimised route? also yes various workarounds do exist however posting a pic or two would be nice, to enable effective advice instead of guess-work i.e. organic or hard surface...etc?  
    My general workflow goes as: Make High Poly > Make Low Poly > Unwrap Low Poly> Bake > Paint > Use low poly model as final asset. 
    My final textures fits perfectly to the final low poly model but it is a low poly model and doesn't look very impressive. And my textures do not fit to my high poly model, because unwrapping high poly and trying to keep all the seams while lowering polycount isn't efficient.  So i don't do that. Therefore I am searching if is there a method of modelling, or usage of modifiers or some sort of technique out there that i am not aware of that would allow me to somehow: have my low poly final model - textures perfectly fit and at the same time use the same textures on a higher quality model without wasting so much time like, recreating high poly from the low poly.
  • sacboi
  • pior
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    pior grand marshal polycounter
    "Which makes them very hard to look good for portfolio renders. I generally spend extra time to re-bevel and subdivide the low poly version to make it look better."

    This makes no sense ... Please show what you mean by providing examples. IMHO it sounds like you are unknowingly shooting yourself in the foot here, as no one looking to hire a game modeler would be interested in seeing such tweaked models.

    There is no "most efficient way" to show game models. You just ... show them :D
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