One thing have always puzzled me. How people do LODs with those Sub-D models with gazillion extra support edge loops and regular quads ? I understand for offline rendering where sub-d is the lowest LOD but what about games?
My Sub-D skills are a bit outdated. I did it decade or two ago , Then figured out I can just make a boolean composition , whatever long irregular triangles it may give you , fix vertex normals by projecting them from initial shapes and bake "rounding" shader into normal map over hard/split edges. Since then SUb-D always…
I can't speak for everyone, but the sub-D stage is the mid-point. I use that mesh to generate the base high poly, and LOD0 by removing unnecessary verts/edges. Unreal generates usable LODs 99% of the time.
One of my old friends actually went to Full Sail for game development and has now been full time modelling military ordinances. I mean shit could be you!I actually follow frankPolygon and his thread on here and have learned A TON from his stuff... hes insanely good at providing great practical lessons and feedback. I will…
I don't use Maya but almost sure you can. It has Attribute transfer that can transfer UV and vertex normals as far as I know. Arnold does have rounding corners shaders to mask hard edges . Everything else could be painted in SPainter directly on low poly for hard surface objects. So hi poly object for hard surface things…
Actually I tried it couple times only in MAx even before Arnold start to work properly in MAX RTT window and had it's own bake button. It's called Rounded corners map and somewhere in Arnold utility. https://www.youtube.com/results?search_query=rounded+corners+in+3d+maxarnoldMaybe something from those. In fact I use…