Hello, I'm new to the forums here but have recently got back into 3d modeling and had a couple questions about the best way to take a high res model in zbrush and create a low poly model suitable for a mobile game using the unity engine.
Is the best workflow to take your high res mesh and retopologize it to create a "game res" mesh and bake normal maps onto it? Also, can anyone give me a rough range of what a good poly count is to stay between for something being optimized for android and ios graphics?
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As for baking a normal map, just a question: Is it better to try and build the low poly model within the high poly for the purpose of baking the texture or does it not matter? The best way I can explain this is to use the example of a high poly head in zbrush. When I retopologize a low poly model onto it sometimes the edges will intersect the geometry of the high poly. This is especially noticable on the rounded top of the head where I am trying to save polygons, where the vertices are lined up with the high res model but the edges from them intersect the rounded parts of the head to where they are slightly inside the model. Is this ok?
Thanks for the help so far, and sorry for the long winded response, just trying to explain things the best I can
I think shadowgun took 6 months to a year to make? and they had unity engine developers helping them.
also normal maps work best on a mesh that has an even topology and matches the shape, and you will most likely not have the topology to achieve this.
in the end it realy depends on the game you are making.
for a 2D fighting game it might work, but with almost all other types of games you will run into walls, performancewise.