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Game ready car models
show user profile  Sangre
I was wondering what is the work flow of creating a car model for real time environment. I'm guessing a high poly mesh is created first and then used to bake a normal map. But after that, is it faster and easier to create a low poly mesh from scratch, or try to optimize the high poly mesh? Thanks!
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9/15/2016 5:24:42 PM (last edit: 9/15/2016 5:24:42 PM)
show user profile  herfst1
No, you create the low poly THEN the high poly (if you were to be baking normals directly, rather than using PS or 3Do or Substance painter.

I don't bother with the high res unless it's for something like an engine block.

Use triangles to your advantage to round any corner that needs it, as there's no turbosmooth.

Poly counts aren't really an issue any more, so you could make a 250k tri model and you'd have zero problems with frame rate.

[edit] oh yeah, if you want an example of "game ready" just let me know, I'll dropbox you one.
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9/15/2016 9:21:46 PM (last edit: 9/16/2016 12:15:14 AM)
show user profile  Sangre
But what if I already have a high poly model? And the game ready mesh should have less then 50k triangles? I'm guessing there's not much I can do with it.

You could PM me the drop box link in a facebook message. I promise not to use it for commercial purposes. Thanks!
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9/16/2016 6:48:44 AM (last edit: 9/16/2016 6:48:44 AM)
show user profile  HANZZ
If you already have the high rez, and you're tasked with making the low rez, well, you don't have much choice but to do the low rez.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 396 times
9/16/2016 8:47:56 AM (last edit: 9/16/2016 8:47:56 AM)
show user profile  ScotlandDave
Retopo over the hires?

Herfst i'd love to see one of those examples if you are able to throw one at me :)

Website | Blog | Contact | Vimeo

read 382 times
9/16/2016 11:27:11 AM (last edit: 9/16/2016 11:27:11 AM)
show user profile  herfst1
I'll organise the link tonight.
read 370 times
9/16/2016 12:02:27 PM (last edit: 9/16/2016 10:05:24 PM)
show user profile  Sangre
Not sure what one has to do with another, but ok.
read 363 times
9/16/2016 12:49:47 PM (last edit: 9/16/2016 12:49:47 PM)
show user profile  herfst1
I work a loooooong way away from home, so will try to hook up with someone local to avoid the train ride... hence why it's related.
read 359 times
9/16/2016 2:26:00 PM (last edit: 9/16/2016 2:26:00 PM)
show user profile  3Ddeath
Retopo has been made easy now, you can draw quads right onto your high rez model and move stuff around without it ever leaving your models skins.

than you can use Xnormal for it to project the high rez onto the low rez and create normal maps plus other maps.

Portfolio Site
read 342 times
9/16/2016 5:56:13 PM (last edit: 9/16/2016 5:56:13 PM)
show user profile  herfst1
Rom and Scotty, your links have been sent. Check facebook.
read 336 times
9/16/2016 7:42:16 PM (last edit: 9/16/2016 7:42:16 PM)
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