Home Technical Talk

How and When from high to low poly?

Well, these days, something bothering me, how do you guys convert your high poly model to low poly and when do you do that?

I mean, whatever you model, when it is done what do you do next? Uvs? texturing, baking maps? And when do you export your model to game engine like Cryengine or UDK?


I just want the steps how to approach this , or if you have some good tutorials so i can see the steps that are using in game industry, would be great:D

Replies

  • Joshua Stubbles
    Offline / Send Message
    Joshua Stubbles polycounter lvl 19
    Search search search! Use the search function. Use Google, MSN, Yahoo, Bing or any other search engine. Look on the Polycount Wiki.
    You're asking very basic questions which can be answered in less than 5 minutes, by looking on the Polycount wiki or searching online. Top right of this page, third link from the left.
  • MikeF
  • tekmatic
    Offline / Send Message
    tekmatic polycounter lvl 11
    I have also been contemplating this and I am trying to establish my own workflow. So I will share with you what I have being doing. But also follow Joshua's advice and do lots of search and you will find most of your answers.

    I am using 3dsmax in this example.

    1. I have created a high poly model (a prop) and spent time on it to get it all looking as close as possible to the reference.
    2. Duplicated the HP (high poly) and called the duplicate LP. (at this stage, I created key frames using the animation sliders to move the LP away from the HP but also to be able to slide it back to be on top of the HP once the map baking process starts)
    3. Started to remove edge loops from while maintaining the silhouette of the prop to match the HP.
    4. Once the desired tri count is reach for the LP, I create the UVs for the LP.
    5. Then I create the projection cage and adjust the cage to encompass the geometry and test out renders using the render to texture feature in max.
    6. Once satisfied with the results, I start the baking process of Normal maps, AO and diffuse (I create basic colors to use as selection masks)

    Hope this makes sense to you, as I said I am also in the process of optimizing my own flow. If anyone want to add/subtract from this please feel free. I am always learning something new here on PC forums.

    Cheers
Sign In or Register to comment.