high poly modelling workflow

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  06 June 2013
high poly modelling workflow

hi everyone! fist topic here and i ha ve a very big question/problem..

im modelling a r101 "deplhinus" from ace combat 3 and im finish the modelling part, i just need to model the wheels and it's "doors" and it's finish.

but i have a problem..how i texture it... IF i wont it high poly and the same time low poly for game mod?

if i wont to make a good rendering scene whit the palne in high model, im forced to make editable the NURBS and uv map all the little face or i can in some ways uvmapping the low poly one whit all the loops, for if i need use it for a game?

to sum up what are the best way to uv map a high poly model?




  06 June 2013
Usually you model the low poly first, unwrap its UVs, and then subdivide it as needed. There might be a way to transfer UVs from the low poly version to the high poly model without following this workflow, but I rarely unwrap the models myself, so I never looked into it, sorry.
  06 June 2013
You start doing the blockout first for the correct proportions, then modelling the high-poly, then the low-poly, then UV'ing the low-poly, then baking.

So in your case, you model the low-poly, unwrap it and bake the normal map and Ambient Occlusion map(which will help you creating the diffuse texture)
  06 June 2013
Fastest method if you are baking normal maps and stuff is to model a medium Resolution mesh (without beveled edges) and then quickly add edge loops to pin the sharp corners for the hiRes. You want the geo to match as closesly as possible around the corners and curves.
: my website :
  07 July 2013

fast update thx for help, but i have decided to make editable the nurbs and work on it, subdivideing more in some area.
im working on the texture espacialy on the specular map, the moste importan in my view for the model, missile are modeled need to texture same for gear critis are welcome
  07 July 2013
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