so like chinhuel said how did you transfered the uvs from a high poly to a low poly object?i really need to know that because i want to do that for the normal mapping
Hi.How to match UV s from high poly to topologized low polygon model?how normal maps from high polygon is matched in topologized model?sorry for my bad english
It depends on the context. But let's assume that this model isn't going to be the only one of it's type on-screen. Things quickly add up when areas become over populated. Add in the fact that you ought to have a minimum number of polygons on screen and you have a very strict budget you're meant to adhere to.
Half-Life 1 models use about 900 polygons, Half-life 2 models range from 3000-7500. You need to decide what it's worth applying more geometry to.
The rule of thumb is that if it's something we see a lot in every day life ("a high indexical value") that we need to spend more time getting it right. To that end, the areas we spend the most polygons when defining a mesh are usually the face and upper body. Smaller objects/those which aren't focussed on as much don't need as much.
12,000 will become the norm in the future but you need to remember that for that many polys we should be seeing more detail than that above.
so like chinhuel said how did you transfered the uvs from a high poly to a low poly object?i really need to know that because i want to do that for the normal mapping
ochiorbus 5 months ago
Hi.How to match UV s from high poly to topologized low polygon model?how normal maps from high polygon is matched in topologized model?sorry for my bad english
chinhusel 11 months ago
@chinhusel i agree with you ..i really need to know how to do that too!
its a mystery for me!
ochiorbus 5 months ago
That normal map looks really good.
soulrunner66 2 years ago
thats better looking than the kwama in elder scrolls
bigmal261 2 years ago
12k poly is not low polygon ; ] but it's great work
AllowExpression 3 years ago 2
@AllowExpression
what is considered low poly?
kamehameha23mj 1 year ago
@kamehameha23mj
It depends on the context. But let's assume that this model isn't going to be the only one of it's type on-screen. Things quickly add up when areas become over populated. Add in the fact that you ought to have a minimum number of polygons on screen and you have a very strict budget you're meant to adhere to.
Half-Life 1 models use about 900 polygons, Half-life 2 models range from 3000-7500. You need to decide what it's worth applying more geometry to.
VirtualAutonomy 1 year ago
@kamehameha23mj
The rule of thumb is that if it's something we see a lot in every day life ("a high indexical value") that we need to spend more time getting it right. To that end, the areas we spend the most polygons when defining a mesh are usually the face and upper body. Smaller objects/those which aren't focussed on as much don't need as much.
12,000 will become the norm in the future but you need to remember that for that many polys we should be seeing more detail than that above.
VirtualAutonomy 1 year ago
12,000 is a lot! ;\
HelderP1337 3 years ago 2
Only 12,000 Polys! I'm impressed.
wiz0floyd 3 years ago