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Help to make a model low poly-Highpoly

polycounter lvl 14
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NAIMA polycounter lvl 14
Hello , Sorry if I posted this already in the wip thread , but I feel that I need more technical advices and guidance than showing it off in the Wip section ,.... So I hope you won't mind if I post it here instead and I update it here , couse I would really like some technical assistance or guidance to develope my project and not make errors , so to avoid them befoure I go further .....

My goal would be to make a semiprolevel character armour to put ingame Fallout 3 so I started from the head of a new power armor .....
I want to create from scratch making everything from mesh to texturing to normal mapping etc ...

I have made now the low poly Model and here is the result :
but I would like to know how to procede now to make the high poly version , I did one bbut was based on older topology and not sure if is good to take normals from it for the base mesh ....

http://img20.imageshack.us/img20/8972/highresrenderu.jpg

http://img192.imageshack.us/img192/4269/23550378.jpg

http://img192.imageshack.us/img192/5875/70512958.jpg

here the uvmapping

http://img192.imageshack.us/img192/9796/texture1.jpg

and finally also the model in case you want to look closer to what I did :) ....

http://www.megaupload.com/?d=4UOA5CJB

What you think ? what else needs to be fixed? How to make normals etc? :) ...

Replies

  • Joao Sapiro
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    Joao Sapiro sublime tool
    going low from high will only bring you headaches because you are limiting yourself to that . Start a proper highpoly dont caring about polycount etc then build your lowpoly once you have it.
  • NAIMA
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    NAIMA polycounter lvl 14
    I didnt understand if u suggest a low poly start or a high poly start , anyway I know that it could be done either ways , and Ihave chosen to start with the low poly first , what about the other things? :)
  • MoP
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    MoP polycounter lvl 18
    NAIMA wrote: »
    ...I have chosen to start with the low poly first...

    This is probably not the best choice.
  • shadows
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    shadows polycounter lvl 18
    If your going to start with the low poly first, which at this point it should be called a blockout or mock up mesh. Keep it simple, get the proportions right with it then build your high poly on top of it.
    Then make your final low poly, otherwise you'll just be wasting time trying to adjust your high poly to your low poly and vice versa.

    - Mockup/Blockout mesh. (if you are going to zbrush it, this could also be your basemeshes)
    - High poly
    - Low poly
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