How do 3D designers go about this?
(1) Which do you create first? The detail mesh, or the simple mesh?
(2) How do I transition from one to the other to make sure they "fit" each other.
(3) What freeware program can I use for Normal Map creation from the detail mesh?
Reference pictures:
http://www.unrealtechnology.com/screens ... ation2.jpg
http://www.unrealtechnology.com/screens ... ation1.jpg
Result:
http://www.unrealtechnology.com/screens ... ation3.jpg
Of course I don't intend on making something as crazy as that above, but I was just wondering how I can do this?
Modelling questions?
Modelling questions?
TheQuestion = 2B || !2B
I've done a couple of normal maps in the past using this technique, and here's how I'd go about it:
1) Create your lowpoly mesh until you're satisfied with it's geometry and layout.
2) Duplicate it, and use your dup mesh to add details and continue working on as the high-poly mesh. This is often done by importing your lowpoly mesh into a highpoly modeller such as ZBrush, but can of course be done in your default modelling software.
When you have the two (lowpoly and highpoly) meshes, you can use your tool of choice to create the normal map. A critical thing (i think) is that the highpoly mesh should enclose the lowpoly mesh.
A lot of this is explained here:
http://www.bencloward.com/tutorials_normal_maps1.shtml
1) Create your lowpoly mesh until you're satisfied with it's geometry and layout.
2) Duplicate it, and use your dup mesh to add details and continue working on as the high-poly mesh. This is often done by importing your lowpoly mesh into a highpoly modeller such as ZBrush, but can of course be done in your default modelling software.
When you have the two (lowpoly and highpoly) meshes, you can use your tool of choice to create the normal map. A critical thing (i think) is that the highpoly mesh should enclose the lowpoly mesh.
A lot of this is explained here:
http://www.bencloward.com/tutorials_normal_maps1.shtml
or go straight on with the hi resh mesh, and the build an optimized low pol one with topology brush, or the similar in blender. Is like painting wires over a hi res mesh.
Many ways.
Many ways.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com