From the course: 3ds Max: Game Prop Creation
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Understanding the importance of a low poly count
From the course: 3ds Max: Game Prop Creation
Understanding the importance of a low poly count
In this chapter, I'll look at a high poly to low poly baking workflow. I will be creating normal maps. As you can see here I have two shipping containers, however they are pretty different in terms of poly count. Here is the difference; on the left side is a high poly container. I have modeled a lot of detail down to tessellating the sides and denting them in, using my sculpting and soft selection tools. On the right side is my low poly container from previous chapters. When the normal map is applied, we can see that they really do start to look alike, the right side one would be terrific for a game; it looks like it's got a lot of detail. It's a great workflow, because it let's you utilize all those terrific modeling tools we've got in 3ds Max. Taking full advantage of your graphite modeling tools, your sculpting, your selection, your free forming, and also all the tools in the editable poly. It also lets you just model in things, using other primitives and other objects to make…
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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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