Hi, I am kinda new to CG.I sculpted a detailed box in zbrush.Now the polygon count is really high.So I used decimination master to reduce them.Even now my model is too dense for game engine.Now what should I do?
thanks for replay,guys.You have been very helpful. "Referencing a high poly mesh and doing simple edit/simple create/draw/loft and finally making a low poly mesh"This whole process is called topology? Is the following approach right?I make a very dense mesh in zbrush from concept.Then without using decimination master or…
So a high to low process involves building your high poly mesh (dense mesh) whether it be through zbrush or another program. Then once you have that finished you want to retopologise it, which is essentially creating an entirely new mesh using your high poly as a reference. The key here is to maintain enough detail in the…
I hate this practice dude, it's pretty annoying to see environment artists that do it this way when it's not just a simple rock or something. Decimation master isn't that great, and there is a high chance you'll end up with super weird long triangles that are sometimes even invisible to the naked eye so to speak. Just…
You have to retopologize it in ZBrush, or use TopoGun, 3DCoat, etc. Decimation master hardly ever results in a decent enough mesh for in game. Once you retopo you can UV unwrap it and cast a normal map from the hires version.
Thank you very very much,specially for the referred thread(I will of course follow it later.).So I do not need uv of dense poly mesh.I need uv, only for low poly mesh,right? I tried the approach,i told earlier.Yes you are right.I can not copy uv of low poly and then paste it into high poly.In trying to do so,zbrush gave me…
You can use Decimation Master before retopology so that whatever program you import it into doesn't have as much data to try and process. Just don't rely on Decimation Master for the retopology itself. Pretty much. There are times when having UVs on the sculpt can be useful, but in general they are not needed. I wouldn't…
Hello guys,thanks for replay.Sorry for digging ten day old thread.cryrid, I do not understand the last point you made.controlling vertex normal stuff.What is it?
I gotta say I've been getting good at creating models, but the whole process of getting them in a game engine is a lot harder than I expected. Really wish there was a program that would streamline the process, the whole uv thing combined with baking, flipping, and knowing how to create each map properly is throwing me for…