From the course: 3ds Max: Game Prop Creation
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Overview of the pipeline
The pipeline for working in a high-poly to low-poly workflow is fairly straightforward. We're going to start out with a low-res object, one that's ready to go into the game, and then we're going to take that and subdivide it making a ridiculously high poly mesh with all kinds of detail. Finally, we're going to bake that mesh from high poly to low poly. I've started out with a low poly and I've started to sculpt in some high poly detail. What I'll do is look in the Render To Texture dialog to show off this process. I'll right-click and choose Unhide by Name. I'm going to unhide my Container leaving Box001, my original bounding box still hidden. I'll press 0 and that pulls up the Render To Texture dialog. In this Render To Texture dialog as part of our pipeline, I'm going to select the low poly. Notice that as I click, it wants to grab the high poly first. I can click in the same place to cycle the selection in 3ds Max. Now with my low poly Container selected, I'm going to set what kind…
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Contents
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Understanding the importance of a low poly count1m 12s
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Overview of normal maps1m 45s
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Modeling a high-poly work for projection4m 8s
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Overview of the pipeline2m 41s
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Planning edge flow for elegant modeling4m 29s
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Smoothing groups2m 50s
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Adding details by beveling and extruding4m 28s
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Adding hinges5m 42s
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Using Push/Pull and Soft Selection to add dents3m 34s
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Baking the high-poly mesh onto the low-poly model to produce a normal map6m 39s
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