okay so I recently have been hearing some different opinions on floaters. I recently modeled a jukebox and there were quite a few details on the back that I modeled in instead of using floaters. Why? because I thought it is more impressive than hiding from the fact that you can't model and compensating with floaters.
And the reason they were saying use floaters was because there was a lot of geometry if I didn't use floaters and the wires looked bad. I am interested in hearing other opinions.
Replies
Some info.
http://wiki.polycount.net/Ambient_Occlusion_Map#FMP
To float or not to float!
Also, if u float stuff, it makes it alot faster/easier to just remove some edge looks in your HP model and then you have your LP model ready to Unwrap.
Modeling everything by hand does not make you a better artist, nor does it even guarantee you will make a better model! If you make the same model twice, both times using the exact same amount of time, the model where you can be creative and save time on small details is the model you'll be able to give extra loving where you really need to.
In a lot of cases, floaters offer not only time savings, but flexibly that you really do not get when you start cutting up your meshes and getting overly complex. When you start needing to do revisions, and do them quickly, you'll find that if you cut your mesh into a mess to add lots of details, you will struggle to make even basic changes, and may need to simply remodel the area to make the change. When you're using floats, a lot of the time you can modify the base shape much more quickly, and simply reposition your floaters to make any required changes.
Saying all this, there are a lot of things i do not bother using floaters with, with experience you'll learn what sort of things are natural, know when you're unlikely to need to change an area, and know when it just make sense(for the purpose of getting a good bake in some cases) not to. However, i probably do a few things with floaters that people would never expect you can even do as well, again it comes down to experience.
@ JJ - i think u wanna show your employer that you can kick ass...so...perhaps using floaters is also theway to go. And yes, i know u wanna modeled everything, but dude! dont kill yourself trying to do get everything in there.
It totally blew my my mind when I was studying the UT2K4 characters in 3DS and discovered that they were constructed of "floaters" or element sub-objects - I always just assumed the big game company modelers did a unified mesh instead of an attached conglomeration of parts.
Anyway, threads like this are why Polycount is the straight poo.
But can't you technically just use the normal map on the lowpoly to render the AO? I usually do it that way
If you are working on a deadline use floaters.
Haven't tried it, but looks promising...
http://www.game-artist.net/forums/vbarticles.php?do=article&articleid=17
I though you meant putting your floaters outside of the ray cast so that they are missed entirely.