JaredTaylor
03-12-2009, 02:53 AM
Hi, I am very new to game modeling, and am attempting to work out the workflow.
I have a human female game character, I made her in tri's. When I subdivided her for a higher detailed mesh to use for normal mapping it went bad (all forms of smoothing does) due to the tri's. I detriangulated her as much as possible and had an almost acceptable character. But wasn't happy enough.
Now I am retopologizing in Zbrush and a question comes into my head, is it okay if I do this?:
- Retopologize my character in Zbrush 3.1 using all quads
- Export/Import (obj) into Headus UVLayout2 and layout all my UVs
- Export/Import (obj) from UVLayout2 into Maya 2009 and tweak the UVs as necessary
- Export the model for later use
- Cut the polygons to form triangles that are necessary for curvature
- Use "Mesh -> Triangulate" to fill in the rest of the triangles
//The UVs will be cut too?//
- Export low poly mesh as lowpolymesh.obj
- Import the mesh that was exported for later use (before triangulation), subdivide 3x, export as highpolymesh.obj
- Import both the lowpolymesh.obj (triangulated, low poly) & highpolymesh.obj (quads, high poly) into xNormals to generate both the Normal Map and Ambient Occlusion Map.
//Is Ambient Occlusion used in games ? - note, we don't have a game engine, it is me and an accomplice trying to learn more about our respective interests, it will be a "3d" sidescrolling game.//
//What is a good texture size to be used for this type of game? The characters will be relatively small, so 1024x1024? Any reason to go to 2048x2048 or will it be unnoticeable?//
- Open the lowpolymesh.obj in maya, create a lambert shader and apply to lowpolymesh, go to bump map checkerbox and choose "file", and load the normal map that was generated by xNormal and change the attributes of the bump map file from bump to tangent space.
Did I miss anything? Is there anything invalid or incorrect about what I assume should work?
Thank you anyone for your time, I appreciate it =)
I have a human female game character, I made her in tri's. When I subdivided her for a higher detailed mesh to use for normal mapping it went bad (all forms of smoothing does) due to the tri's. I detriangulated her as much as possible and had an almost acceptable character. But wasn't happy enough.
Now I am retopologizing in Zbrush and a question comes into my head, is it okay if I do this?:
- Retopologize my character in Zbrush 3.1 using all quads
- Export/Import (obj) into Headus UVLayout2 and layout all my UVs
- Export/Import (obj) from UVLayout2 into Maya 2009 and tweak the UVs as necessary
- Export the model for later use
- Cut the polygons to form triangles that are necessary for curvature
- Use "Mesh -> Triangulate" to fill in the rest of the triangles
//The UVs will be cut too?//
- Export low poly mesh as lowpolymesh.obj
- Import the mesh that was exported for later use (before triangulation), subdivide 3x, export as highpolymesh.obj
- Import both the lowpolymesh.obj (triangulated, low poly) & highpolymesh.obj (quads, high poly) into xNormals to generate both the Normal Map and Ambient Occlusion Map.
//Is Ambient Occlusion used in games ? - note, we don't have a game engine, it is me and an accomplice trying to learn more about our respective interests, it will be a "3d" sidescrolling game.//
//What is a good texture size to be used for this type of game? The characters will be relatively small, so 1024x1024? Any reason to go to 2048x2048 or will it be unnoticeable?//
- Open the lowpolymesh.obj in maya, create a lambert shader and apply to lowpolymesh, go to bump map checkerbox and choose "file", and load the normal map that was generated by xNormal and change the attributes of the bump map file from bump to tangent space.
Did I miss anything? Is there anything invalid or incorrect about what I assume should work?
Thank you anyone for your time, I appreciate it =)
