High-Poly Models

From Mod Wiki
Revision as of 17:10, 15 October 2007 by 192.168.0.129 (talk)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Source models for creating normal maps.

High-Poly Modelling Conventions

Subdivision modelling, sculpting etc.

Workflow Tips

  1. Float detail, as the trace for the normal map only cares about the normal of the high poly polygon it hits it doesn't matter if the surface is layered. This works for detailing indents as well protruding geometry.
  2. Test the model in game/detail visible peices, it's easy to get carried away detailing high poly models. Testing the model in game as soon as possible allows you to run around it and decide where more detail needs to be added and where detail can be very basic. This is mostly dependant on what the player can see, having a solid test model all the way though the asset creation also means if something more important comes up you can easily and quickly finish work on this asset. It will also help you meet deadlines and allow more useful feedback.
  3. Pixel density defines poly detail, make sure that you have a realistic idea about how your high poly detail will translate to the normal map. Theres no use using more than one high poly polygon per normal map pixel