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Most Efficient Way to Render Ready Game Models

Jumbee
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Jumbee polycounter lvl 3
Hey,
Game-Ready models are very low poly. Which makes them very hard to look good for portfolio renders. I generally spend extra time to re-bevel and subdivide the low poly version to make it look better. But i already have a high poly at hand.

- Is there a workflow where i can efficiently turn my model into high poly without messing up textures that i have set up for lower polygon counts?
---OR
-Is there a workflow which covers you for both game ready models but also you can increase the quality when you want for rendering?

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  • sacboi
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    sacboi godlike master sticky
    For portfolio entries people usually upload high resolution content alongside detailed breakdowns, so is there a reason why you've chosen an optimised route? also yes various workarounds do exist however posting a pic or two would be nice, to enable effective advice instead of guess-work i.e. organic or hard surface...etc?  
  • Jumbee
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    Jumbee polycounter lvl 3
    sacboi said:
    For portfolio entries people usually upload high resolution content alongside detailed breakdowns, so is there a reason why you've chosen an optimised route? also yes various workarounds do exist however posting a pic or two would be nice, to enable effective advice instead of guess-work i.e. organic or hard surface...etc?  
    My general workflow goes as: Make High Poly > Make Low Poly > Unwrap Low Poly> Bake > Paint > Use low poly model as final asset. 
    My final textures fits perfectly to the final low poly model but it is a low poly model and doesn't look very impressive. And my textures do not fit to my high poly model, because unwrapping high poly and trying to keep all the seams while lowering polycount isn't efficient.  So i don't do that. Therefore I am searching if is there a method of modelling, or usage of modifiers or some sort of technique out there that i am not aware of that would allow me to somehow: have my low poly final model - textures perfectly fit and at the same time use the same textures on a higher quality model without wasting so much time like, recreating high poly from the low poly.
  • sacboi
  • pior
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    pior grand marshal polycounter
    "Which makes them very hard to look good for portfolio renders. I generally spend extra time to re-bevel and subdivide the low poly version to make it look better."

    This makes no sense ... Please show what you mean by providing examples. IMHO it sounds like you are unknowingly shooting yourself in the foot here, as no one looking to hire a game modeler would be interested in seeing such tweaked models.

    There is no "most efficient way" to show game models. You just ... show them :D
  • Benjammin
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    Benjammin interpolator
    Yeah, I'm with Pior - what is this for? Just show your high poly and your low. 
    The whole point of baking from a high poly is so your low poly looks more detailed than it is.
    Its generally ok to have higher poly counts in portfolio content than you would in a final optimized game.
  • myclay
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    myclay greentooth
    If you have game ready models, start showing them as they are. re-beveling and subdiv added on top for "beauty" is shooting your foot.
    The imo easiest and quickest way to render game ready models with a low barrier is using Marmoset Toolbag. drag drop the meshes as a gltf or fbx file into it.
    Throw a good lighting on it, maybe add some basic animations and  render out a turntable.
    Create images where you show some detail shots, zoomed in areas or beautyshots, images with enabled or visble wireframes and textures.

    If you show some images, better feedback can be given.
  • Neox
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    Neox grand marshal polycounter
    i would really love to know what you mean by gameready, that range is just so big, from indie, mobile over to AAA stuff, that surely can not be considered too lowpoly for most ways of presentation. what is the kind of content you are struggling with, or consider ugly?

  • gnoop
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    gnoop sublime tool
      It's mobile games models that are very low poly.   Pc and console models are not that low poly any more. 

      I had been tasked to evaluate candidates portfolios in the past  and it's a hell of an annoying  burden usually  .     They often  look perfectly same , tell you  nothing about a person  as an artist   when it's just generic hi res pretty pictures  with tiny detailing.   If it's environment  materials It's often hard to tell anything before you see it in real camera motion  in an actual game scene  where sometimes  it's more matter what you don't do  instead of what you do. An art  selection in a word.   A balance of macro , middle and  hi frequency details, clever tricks etc .         It's what I would try to put in my portfolio if I would ever need it again.    A small scene with clever low poly tricks  and efficient resource usage + some text  explaining it and your artistic vision why it should look that way  ( without chatGPT preferably .  Its wording is usually  too pretentious and very self revealing)  Would help your lead a lot to assure   that a candidate is able to understand vision and nuances. 

      That said I slid off that role  for more  narrow specific material related tasks  and have no idea what's matter in big companies with a stiff established pipelines nowaday .   Nice render wouldn't hurt for sure I think  but imo it shouldn't be a sole focus. 
  • okidoki
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    okidoki interpolator
    Maybe a bit offtopic and i do not want to rant:
    Isn't this exactly "the problem" also in other areas (even other "industries") ? "The industry" does not define clear standards (and also the management fires everyone doing the real work).. So not only the newbies does not know  what to put into their portfolio but also the people who hire can not even judge what is "good" ( i remember the recruiter for programmers who noticed that something is off when in an interview someone asked if he can google it  :o  ; but that's maybe too offtopic )  especially when using AI in some portfolio (even if it is the text only  )??

    I mean over several years their are these "buzzwords": next generation, high poly, hyper realistic,  "game ready".. even the game engines are "more advanced" but then also less optimized  ( see this video mentioned here https://polycount.com/discussion/comment/2803823/#Comment_2803823 for example ).

    ..then again, like in the mobile phone game area:  "low poly"  artists are needed.. meanwhile this is mid-poly and according to from some years ago that's even high poly..
    I just remember "the first"  (?) video about Unreal-5.. showing a three (!) million vertices/faces (?) statue for two and a half seconds  and more than half is in the darknes/shadow..

    ..so maybe "studios" should publish simple test scenes with additional info about how these should perform on different hardware so newbies can "include" their models into it (with multiple instance or some other assets to fullfill the min/max polygon count).. so any applicant can test for her/himself if this even is fullfilling the minimum requirements. And also the recruiter can "see" this in some video.. even requesting more videos and id the got iinto "the finals"  even the model itself ???

    Like in every other area: a newcomer might know some techniques to do some things but simply does not have the experience to produce "profesional" results fitting any for her/him unkown workflow.. and assuming that some "cheap freshman" can replace a experienced veteran is simply.. but i'm surely preaching to the converted :wink:( <-  i hope this is understandable ; non native english speaker here :wink:  ) ..

    So.. back to the topic:

    Isn't "the best" (as asked in several other questions) or here "the most effective" way to do things totally dependent on the context ? (Also in general: always !!).. what is (especially in what year or even month of..):

    * game ready
    * low poly
    * optimized (for what engine, what hardware minimum/recommended,  display resolution, internet connection )
    * according to what other "tasks" in a game (number of polygons, effects, "intelligence" of NPC's)
    * 3D modeling app or/versus use of marketplace assets
    * general "density" of  faces per cubic meter
    * style

    ..so "the answer" is highly dependent on the information given by the question.

    ( Sometimes it's sad to see people fighting some topics when you can see that they properly come from or work in "different areas" of any area. Be it 3D (monile game, PC game, console game, 3D visualization, archivis, VFX in TV/cinema/commercials..) or  even some others/general. And that's also often only because of missing context.. ever heard something like: "we use XYZ for years and didn't have any problem", "we just tried ABC for 6 month and ditched it" ?
     But this here might be just an old man babbling.. :tongue:   )
  • poopipe
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    poopipe grand marshal polycounter

    a portfolio piece is there to demonstrate a few things
    1: that you can make a nice looking model and textures (ie. be good at art)
    2: that you are capable of deliberately arranging your UVs (as in not spamming an autounwrap button)
    3: that you are capable of deliberately building a model with readable and efficient topology (efficient does not mean cheap, it means no waste) 

    The person (assuming they are not bad at their job*) reviewing your portfolio piece is looking to see whether you have the tools to build things that match "any" pipeline, they're not weighing up that piece against a specific platform or game. 

    * plenty of people are bad at their jobs 
  • Benjammin
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    Benjammin interpolator
    okidoki said:
    Maybe a bit offtopic and i do not want to rant:
    ...
    Snipping your post rather than quote in full because its one up from this...
    Its true, UE5 game-ready and UE4 game-ready are different things. To my mind however, a lot of points you raised about shifting and unclear industry standards are things that get addressed during an art test and/or interview. If you're making a UE5 game, it doesn't matter how many polys you can handle on a 5090 GPU, it matters how many polys your target hardware can handle, how complex your materials are and how much time is budgeted for an asset, among other factors. 
    So, while the targets might seem ever shifting and changing from an outsider perspective, on a project basis they're fairly fixed (in my experience).

  • okidoki
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    okidoki interpolator
    Benjammin said:
    So, while the targets might seem ever shifting and changing from an outsider perspective, on a project basis they're fairly fixed (in my experience).

    This may be the case from UE4 to UE5 ( even when "hearing" differently because of nanite .. anyway ) but it seems beginners are very unsure about this. Therefor all those questions about "fitting" polycount  (:wink:) and topology ?? I think if one business side want something from the other then clear descriptions of the wanted or giveable subject should/will be helpfull.
     Of course if someone already is "in the business" then (s)he knows what the actual numbers should be for some low or high poly model also in context of the whole scene. So (even in general) just assuming that one should know about it is simply hindering a smooth sequence of operations.
  • Benjammin
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    Benjammin interpolator
    okidoki said:
    This may be the case from UE4 to UE5 ( even when "hearing" differently because of nanite .. anyway ) but it seems beginners are very unsure about this...
    Its a valid point that less confusion is better for everyone. On the other hand, figuring out how to use geometry efficiently is part of the skillset, and any aspiring artist can learn all they need to know about that from this forum (as opposed to out of date amateur youtube tutorials or AI...).  

  • okidoki
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    okidoki interpolator
    Benjammin said:
    ..figuring out how to use .. is part of the skillset..

    You are right about the big value of this forum :wink:.. But also i have the impression that usualy people go through some education (school/ certified courses) to gain this skillset. But even then sometimes aren't hired. Maybe those "uncertified" users are "cheaper" ?? IDK what is more "best way" in the long run. Also when hearing when some students (also in other fields/areas) went (even) to  universities but can not get a job.. IDK.. maybe sometimes each side just expect too much from the other side, so there is too much guess work. You can not educate yourself "the best way" because you simply do not know yet. But also experimenting about some techniques oneself and "just" learning from a great forum does not lead everytime to some well establish workflows know by some well experienced workers/employees/artists.

    When seeing all this advertising (even in other areas) about what skill level you need "to get onto the next level".. ( same vague term  :tongue: ) this seems to infer that everone makes everything  wrong.  It simply is confusing;  so there seems to be some discrepancy between what one really does have to know in some area and  the representational  skills one needs and also the "correct" way of researching what some skills  companies really wants to get a job for oneself and of course the social skills on needs to get there too.

    But this got off-topic and doesn't answer the OP's question.. :sweat_smile:

  • Benjammin
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    Benjammin interpolator
    okidoki said:
    But also i have the impression that usualy people go through some education (school/ certified courses) to gain this skillset. But even then sometimes aren't hired. 

    Because most of that education (in my experience) is questionable at best. Those schools churn out graduates at a rate that's far in excess of what the industry needs.

  • okidoki
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    okidoki interpolator
    Ohh.. i didn't mentioned: i'm from europe and i was assuming something like "certified schools" for a big deal of areas and also 3D exists for other countries, especially the U.S. ; but it seems one can do a lot without proper training/education/qualification there but has to deal with any consequences like not finding qualified people or fast layoffs if not enough qualified.. ?
    But then again: if the some education possibilities "produce" questionable skilled "workers" then shouldn't "the industry" think about some standards ?

    Maybe too much offtopic.. but sometimes i got the impression that some hobbiest can do better than some profesionals/ payed workers.. that may sound harsher than i meant this .. only som times. IDK

    But as someone mention before: there is sooo much to learn here :grin: even for some applications i can not afford and so do learn things i can do in those i can afford  =)

    Sadly people also un-learnt to seach for all this knowledge and and only ask questions and now even ask artificial mumbojumbo-generators and even tell : "But XYZ said..."   :s 

    But this properly is off topic now :wink:

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