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View Full Version : Role of -smooth modifiers when creating hipoly model.


InfiniteJustice
09-20-2009, 01:36 AM
Hi everyone, we have a strong debate there. Hope, you'll help to resolve it. :)

I'm creating a mid-poly model (let's take a character for example) then applying a -smooth modifier to it (meshsmooth or turbosmooth in 3DSMax, smooth in Maya - it doesn't matter) and there I have a model with high polycount (hipoly). Then I can proceed to normal map creation.

Example 1:
http://img193.imageshack.us/img193/3461/12072635.th.jpg (http://img193.imageshack.us/img193/3461/12072635.jpg)
http://img10.imageshack.us/img10/2372/53213409.th.jpg (http://img10.imageshack.us/img10/2372/53213409.jpg)

Example 2:
http://img193.imageshack.us/img193/3743/73909378.th.jpg (http://img193.imageshack.us/img193/3743/73909378.jpg)
http://img199.imageshack.us/img199/8536/81337760.th.jpg (http://img199.imageshack.us/img199/8536/81337760.jpg)

So, to the point of the debate. А реrson claiming that he has "Autodesk sertificate", says that you cannot call a midpoly model with an applied -smooth modifier "hipoly". A quote: "hipoly model isn't just a model that has a lot of polygons". And that my phrase "you can create hipoly by applying different smooth modifiers on a certain midpoly model" doesn't make sense. Who's right and who's wrong? :)

musashidan
09-21-2009, 09:32 AM
Technically,i'd call it a subdivided mesh.High-poly,low-poly.............the argument is pretty ridiculous really.

Piflik
09-21-2009, 01:29 PM
A Highpoly is an object with many faces. How you create it is irrelevant. Sometimes you use Z or Mud to sculpt from a base mesh, sometimes you cut by hand, sometimes you use floaters, but in any case you'll end up with a ton more polys than the basemesh. And SubD is nearly always a part of the process...

For organic meshes it is perfectly fine to just use a smooth modifier to create a High from a Low. It doesn't have much detail without sculpting or texturing in 2D, but it still is a Highpoly.

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09-21-2009, 01:29 PM
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