BillSmithGH
04-10-2009, 02:15 AM
Hi, I was wondering if there's any good tutorials floating around that explains the best techniques for projecting HP models onto LP ones for use in game engines. The only tutorials I've found for this only seem to show the simplest scenario in which you chamfer the edge loops of a cylinder to keep them sharper when you subdivide.
The main question I have is how to deal with subdivisions on a Low poly model where I use alot of tris(as opposed to quads). When I subdivide it, it can get pretty hairy in spots and I usually find myself doing alot of painstaking vert welding in trouble areas. (or just fixing up the normal maps in photoshop)
Do you make a copy of your low poly and totally work it over into quads and then subdivide it? Do you just take the hit on your tricount and keep the lowpoly in quads?
Any advice or tutorial links on improving efficiency here would be awesome
Thanks :)
The main question I have is how to deal with subdivisions on a Low poly model where I use alot of tris(as opposed to quads). When I subdivide it, it can get pretty hairy in spots and I usually find myself doing alot of painstaking vert welding in trouble areas. (or just fixing up the normal maps in photoshop)
Do you make a copy of your low poly and totally work it over into quads and then subdivide it? Do you just take the hit on your tricount and keep the lowpoly in quads?
Any advice or tutorial links on improving efficiency here would be awesome
Thanks :)
