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Low poly models
show user profile  cnopicilin
Hello!

I've been wonderin what's the "real" definition of low poly models.
All the stuff I make end up being like 200,000 poly models.

Do you make it low poly and add smooth modifiers-> low poly model?
How do you make the models so smooth with low poly count?
read 361 times
6/13/2011 11:29:40 AM (last edit: 6/13/2011 11:29:40 AM)
show user profile  Nik Clark
You build the high quality model, then you create a normal map from that and apply it to a low-res version of the mesh.

If you're making games, anyway.



read 360 times
6/13/2011 11:33:49 AM (last edit: 6/13/2011 11:33:49 AM)
show user profile  LionDebt
This tutorial explains it in a lot of detail.
http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/next-gen-weapon-creation-day-1-the-high-poly-model/

You basically create your high poly model, make a copy of it, and then rebuild the low-poly model out of it. Once unwrapped you can extract normal and ambient occlusion maps from the high poly model, and put them on the low poly model to give it more detail.


read 341 times
6/13/2011 3:33:56 PM (last edit: 6/13/2011 3:33:56 PM)
show user profile  cnopicilin
Thank you, that helps me a lot.
read 317 times
6/14/2011 10:27:19 AM (last edit: 6/14/2011 10:27:19 AM)
show user profile  ceeejay
This seems like a really good in-depth tutorial.

Does anyone know where I can get the reference pics? Or what that knife is called so
I can find some something similar?
read 297 times
6/15/2011 8:24:50 AM (last edit: 6/15/2011 8:24:50 AM)
show user profile  LionDebt
You don't really need to copy that exact same knife. The tips, tricks and concepts you are taught by watching the video can be applied to any model. Such as:

Model it in parts or segments, not as one entire piece.
General use of connecting edge loops to harden or tighten edges and contours
Use floating geometry to add detail like bolts or hollowed pieces
How to reconstruct the low poly model from the high poly one.
How to unwrap it properly
And finally how to bake the ambient occlusion and normal maps from one onto the other.



read 279 times
6/15/2011 4:28:39 PM (last edit: 6/15/2011 4:28:39 PM)
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