Chapter 8. Lowpoly Modeling

In this chapter, we will look at lowpoly generation and some of the more important areas to remember, such as efficient topology and areas to remember for deformation, other important topics such as efficient UV mapping, and how to generate LODs from the original lowpoly. Here, we will highlight what tools should be used and go through the workflow that is used for the example. We will also go over the importance of clear naming and scene setup to make the transition to skinning smoother.

Creating the lowpoly model

Now that we have the highpoly, we need to make a lowpoly model that can be used with the engine efficiently. Right now, the model is too dense, so it will not be able to be rigged and ultimately used for any game. In order to achieve this, we must build a lowpoly mesh over the highpoly, create UVs, and then bake down the details for the highpoly to the lowpoly so that we can get the same level of detail without the burden of the highpoly polycount.

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