| | #1 (permalink) |
| Registered User Join Date: Feb 2006
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Rep Power: 0 ![]() | Low-Polygon modelling Does anybody here does low-polygon modelling for real-time applications? I am a newbie in terms of low-polygon modelling and looking for some tips on how to model them. Thanks! |
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| | #2 (permalink) |
| Registered User Join Date: Mar 2006 Age: 21
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Rep Power: 0 ![]() | you really have to use common sense. such as if it a car you was suppose to model and you was modelling at 3000 polygon or less. then you wouldn't need to meshsmooth it and just rely on heavy mapping. you could try meshsmoothing it but don't add any literation. |
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| | #3 (permalink) |
| Registered User Join Date: Feb 2005 Location: Venezuela Age: 26
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Rep Power: 0 ![]() | Maybe you can make a high resolution model to derivate texture maps from it. Once you have all the textures you want, with lighting effects, bumps and everything you can use them in a low-res model, like the original wireframe before meshsmoth/turbosmoth. I think for a real time app the differences will pass discreetely. |
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| | #4 (permalink) |
| Registered User Join Date: Feb 2006
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Rep Power: 0 ![]() | I've been trying to use my high-poly models and then texture bake it to get the textures. Its true that textures play a much much more important role in low-poly models. However, the problem arises when I try to reduce the polygon count. Most of the time, it doesn't reduce it properly. Anybody know an effective way to reduce poly counts, or am i suppose to make 2 models: a high-poly for texture baking and a low-poly? |
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