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Smoothing for Game Models question(s)

Coffeehouse
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Coffeehouse vertex
I am a little bit confused by why/when to smooth for game models.

If I want sharp edges on a cube that I am going to smooth I need to add edge loops close to the edges I want to stay sharp, right?

The question to me is - do I want that all the time or even most of the time? Why not just "not smooth" it?

Is the idea to do a low poly, smooth it (thereby making it high poly) and then generate a normal map from it? Or will I not need to retopo the smoothed version anyways? I did a Chesterfield sofa once from a tutorial where the unsmoothed version was still too high poly, so I had to manually retopo and then bake the normals. Or am I on the wrong track here altogether? 

Do I want to smooth it so I can get into more detailed modelling? Smoothing is not exactly the same as subdividing, right? If I subdivide a cube in zbrush or mudbox it keeps its edges anyway, if I recall correctly.

Maybe someone can enlighten me on the involvment of smoothing and edge loops to maintain hard edges in game production ...

Thanks
Coffee

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