CGTalk > General Techniques > Modeling
To minimize the ads you see on this page create a CGTalk account and log in HERE
Thread Closed share thread « Previous Thread | Next Thread »  
 
Thread Tools Search this Thread Display Modes
Old 06-09-2013, 08:34 PM   #1
zavos
New Member
portfolio
Italy
 
Join Date: Jun 2013
Posts: 2
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?

http://imageshack.us/photo/my-images/838/22719365.jpg/

http://imageshack.us/photo/my-images/706/27455534.jpg/

http://imageshack.us/photo/my-images/29/23442031.jpg/

 
Old 06-14-2013, 02:07 AM   #2
CollDet
Veteran
as in, CollDet
M. a. S., Italy
 
Join Date: Dec 2007
Posts: 67
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.
 
Old 06-30-2013, 07:47 PM   #3
Mootjuh
New Member
portfolio
Netherlands
 
Join Date: Feb 2013
Posts: 3
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)
 
Old 06-30-2013, 10:20 PM   #4
MasonDoran
uhh...
portfolio
Mason Doran
Digital Artist
Freelance
Wien, Austria
 
Join Date: Jul 2002
Posts: 2,482
Send a message via ICQ to MasonDoran Send a message via Yahoo to MasonDoran
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 :
 
Old 07-03-2013, 02:45 PM   #5
zavos
New Member
portfolio
Italy
 
Join Date: Jun 2013
Posts: 2




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
 
Old 07-03-2013, 02:45 PM   #6
CGTalk Moderation
Lord of the posts
CGTalk Forum Leader
 
Join Date: Sep 2003
Posts: 1,066,481
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 10:16 PM.


Powered by vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.