danshewan
08-31-2009, 01:22 PM
Hey guys,
I decided it was about time to get back to work on the St Paul's Cathedral project after an extended hiatus, and I have some questions that hopefully someone can shed some light on.
I should probably also mention that this model is intended to be used as an in-game environment asset, suitable for use within a first-person shooter style game.
I've created the high-poly mesh first. Right now, it's about 170k triangles in total, and I'm faced with the task of laying out the UV's. So, with that in mind, I've got to create the low-poly model. My question is, given I've not worked this way before, which structural details can I get away with using a normal map? My experience of normal maps has been using them for surface aesthetic detailing, so I'm a little hesitant as to what I can strip from the high-poly.
Here's a viewport shot of the high-poly mesh:
http://img196.imageshack.us/img196/379/stpaulshi.jpg
As can be seen, there's a lot of structural detail that I've modeled in, but for the low poly version, should details like the windows, frieze and columns be left intact? I'll still need to go into ZBrush and add surface texturing to the stone, but I guess I'm wondering just how low-poly the in-game mesh can be, and how to go about deciding which details can be normal mapped.
As ever, thanks in advance for any advice / C&C / etc.
I decided it was about time to get back to work on the St Paul's Cathedral project after an extended hiatus, and I have some questions that hopefully someone can shed some light on.
I should probably also mention that this model is intended to be used as an in-game environment asset, suitable for use within a first-person shooter style game.
I've created the high-poly mesh first. Right now, it's about 170k triangles in total, and I'm faced with the task of laying out the UV's. So, with that in mind, I've got to create the low-poly model. My question is, given I've not worked this way before, which structural details can I get away with using a normal map? My experience of normal maps has been using them for surface aesthetic detailing, so I'm a little hesitant as to what I can strip from the high-poly.
Here's a viewport shot of the high-poly mesh:
http://img196.imageshack.us/img196/379/stpaulshi.jpg
As can be seen, there's a lot of structural detail that I've modeled in, but for the low poly version, should details like the windows, frieze and columns be left intact? I'll still need to go into ZBrush and add surface texturing to the stone, but I guess I'm wondering just how low-poly the in-game mesh can be, and how to go about deciding which details can be normal mapped.
As ever, thanks in advance for any advice / C&C / etc.
