I have a few questions for game modeling processes that I just never could clarify, partially because I've heard different things for each question from different tutorials.
1) I've heard from different people and different tutorials that when modeling for games you put your low poly mesh on the outside, conferencing the high poly mesh and others say to have it opposite with the high on the outside and low underneath because the rays (when baking NM and AO etc) will go through the high and then bake onto the low. So any idea which is it and which gives the best maps or is it another preference thing?
2) Another thing I've wondered is do you smooth both the high and low poly? or just the high? Like when you have edges that you want to be sharp you add additional edges on either side of it so when it smooths its stays sharp and doesn't smooth out. I never really knew so I've always done both the high and the low like that.
3) One last quick one. Is it if your High Poly mesh has holes in it or could that lead to issues such as artifacts in you NM, AO etc?
I'm just really trying to wrap my head around the whole game modeling process. I do know a lot of things come down to preference but if you know of any tips or videos that really explain and inform about game modeling processes etc(particularly with Modo for modeling) I would greatly appreciated.
Thanks
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
Replies
2. Just the high poly. And smoothing is a means to an end ie. getting a smooth-looking source mesh. You don't always have to subdivide to achieve this.
3. Your highpoly can have holes in it but it's best to put some kind of backing behind it, or just make "fake" holes. Check out some of the normal mapping threads for a better explanation.