I'm working on a new environment in UDK and for the first time am using mostly custom assets. I've looked at high poly to low poly tutorials and have yet to find one that tells me the point of making the high poly. They'll make the high poly model, then just skip to making it low poly without even informing me what to do with the high poly I just made. This may be a noob question but I'm just curious as to whats the point of a high poly model.
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If you're just starting to learn about this process, I suggest looking through the Polycount wiki, especially the section on normal mapping.
Edit: Damn it. I knew I was too slow.
No i appreciate the answer = ) thanks guys. I'll look into it, but I mean I bought Eat 3ds Fountain Part 1 and Part 2 and it skipped it. How does the work flow go. Is it:
1) Make High Poly
2) Save High Poly
3) Then make Low poly
4) Then bake textures from high poly??
I'm so confused but I'll look into it.
(Oh and btw, this forum is poppin'! Much more active than the UDK forums.:poly121:)
If you are able to, I would highly recommend either the Old Damaged Pillar dvd from Eat3D, or racer445's AK tutorial. They both go through the whole process.
At this junction I have to pimp the wiki (third button up top, next to news and forums).
http://wiki.polycount.com/NormalMap?action=show&redirect=Normal+Map
http://wiki.polycount.com/AmbientOcclusionMap?action=show&redirect=Ambient+Occlusion+Map
http://wiki.polycount.com/3DTutorials/Modeling%20High-Low%20Poly%20Models%20for%20Next%20Gen%20Games
Those three are a great start to the how and why of the high-to-low workflow.