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Old 07-16-2007, 03:58 PM   #1
enablerbr
 
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What is the process for high poly to low poly modeling?

how do people go about creating a low poly model from a high poly model?

do you 1st create a low poly model and save it. then create the high poly on top off it?

or

do you 1st create a high poly model and save it. then take away polys to lower it?

or something else?


just to add i use Maya for modeling.

Last edited by enablerbr: 07-16-2007 at 04:00 PM.
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Old 07-16-2007, 04:17 PM   #2
Angry Beaver
 
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its about 10x easier to remove detail than to add it.

You make obscenley high resolution models usually, and then take them down to the games poly count and then after that work some lower poly verisons for fading out.
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Old 07-16-2007, 06:01 PM   #3
enablerbr
 
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should i give the head of a low poly model more polys than the rest of the body?
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Old 07-16-2007, 07:22 PM   #4
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Usually Yes.

Assigning polys is basically assigning importance. Any small or unnoticable effect should only have polies in high poly models. When thinning out polies remove them from these areas first.

Things like faces are important and should usually retain a good poly count.
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Old 07-16-2007, 08:20 PM   #5
enablerbr
 
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thanks.
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Old 07-16-2007, 11:03 PM   #6
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Using Zbrush you can start of with a low in game mesh then build upon it fairly successfully, providing you have good edge flow and such so when you get into high poly counts you don't get pinching and such.

Depends what you are used to though. As long as you get the end result you need thats what matters.
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Old 07-18-2007, 04:15 PM   #7
enablerbr
 
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just checking. do all source models have to be triangles or can it handle quads?

nice idea about Silo. i plan to use a combo of Hexagon, Carrara and Maya (or XSI free tool). Hexagon is a very fast way of creating detail models. it can export to Carrara and that can export OBJ or better still FBX.
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Old 07-18-2007, 08:48 PM   #8
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quads get turned into polies when you go to export. NURBS however cannot be handled
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Old 07-19-2007, 06:48 AM   #9
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I haven't tried it, but I would also assume SubDiv's would also not export.

Just note that if you wish to take you mesh's inside ZB, they must not have any "n-sided" polys (that is a polygon with 5 or more sides).

If you do have any ZB will ignore the faces.
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Old 07-19-2007, 07:54 AM   #10
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thanks for that. for some reason i thought i saw Silo and not Zbrush.
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