View Full Version : Looking for XSI-centric Hi-poly to Lo-poly conversion tutorials.
ScottC 08-14-2006, 06:14 PM Hi! I was wondering if someone could refer me to a tutorial that deals specifically with XSI workflow(FND too, so no magic poly reduction) for reconstructing a low poly unibody mesh that occupies the same space as the Hi res model for normal map projection.
I'm aware of the "OLD skool 4 the nu skool" tut on the SI site, but that one, like many of its type glosses over the actual steps someone would take in XSI to set up an efficient and accurate reconstruction. I mean, I'm looking for hints on best way to use snapping functions, layers, shrinkwrap, etc to get the best results in XSI.
Thanks!
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Attean
08-15-2006, 01:11 AM
Just hotkey dissolve and collapse in an easy place for you and go to town. Make sure your silhouette stays the same from all angles it will be seen and cut those polys!
shadowedge
08-15-2006, 05:15 AM
Im not sure if there are specific low poly / high poly modelling tuts in http://www.edharriss.com/ but do give it a try. :)
I personally go for geometry approximation modelling in a case like this. Because you get to toggle between subdivision levels while working on a low poly object. Plus you can use the high poly approximation for your normal map
cheers
Jei
Roger Eberhart
08-15-2006, 02:20 PM
I personally go for geometry approximation modelling in a case like this.
Jei
Just to make things clear, the rest of the world calls this SubD modeling. No need for fancy jargon. And secondly, it doesn't work very well for producing low poly models for a couple of reasons. First of all, a SubD cage will usually be bigger than the object modeled, because it loses volume when it's smoothed. Secondly, a SubD model works best with all quads. This can lead to using more polys than you absolutely need for a low poly model. Low poly models work just fine with both tris and quads.
Scott, one approach you can use is to shrinkwrap some geometry onto your high poly mesh and then fill in any gaps or complicated areas with the create poly tool and face snapping turned on.
ScottC
08-15-2006, 04:54 PM
Thanks Roger, you seem to get the gist of what Im after, and yeah, thats one of the workflows Im experimenting with here.
Jei, thanks, Ive looked through the pile of Ed Harris tuts, but franky, there are so many, and so many seem to be based on outdated version of the toolsets, its hard to know if theres something detailing what I'm looking for.
I'm sorry , I probably didnt get the terminology right. Unfortunately, I wasnt speaking of something quite so simple as moving up and down subdivision levels on a single mesh. I was thinking of a situation where you have a reasonably high poly model made up of multiple complex intersecting and overlapping objects, for instance a character in detailed armor, and needing to construct( or derive, though usually construct) a low poly, more unibody(no overlapping polys), version for rigging and to project the normal mapped details from the high poly onto...using as little "eyeballing" of the dimensions as possible, to avoid distortion.
You can do this in any modeller, but its more of a pain depending on the tools you have to work with. And like many things in XSI, Im sure theres more than one way to get someplace. I was just looking for XSI based examples people working through this process so I dont make it harder than it has to be, by not having a full appreciation of the options availiable to me, and how they could be helpful.
Thanks all!
shadowedge
08-16-2006, 09:27 AM
the rest of the world calls this SubD modeling
SubD modeling got it thanks! Wrong terminology, my bad. :)
I was thinking of a situation where you have a reasonably high poly model made up of multiple complex intersecting and overlapping objects, for instance a character in detailed armor, and needing to construct
I see, I guess I did misunderstand hehe. I haven't looked in the EdHarris site in a while sorry 'bout that. I'll see if i can find other net tuts, but I distinclty recall comming accross a tut very close to what you're looking for.
Either way good luck with your work, I'll repost if i come across anything helpful :thumbsup:
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