Low/High Poly and UVLayout


#1

Hi guys , i have a question for you. I want to model a car and use it in a game so i need to create a low poly and a high poly and then bake a normal map . I will only be working in 3ds max on this so i want to know if i create the high poly version (with turbosmooth) then the low poly version can be the unsmooth mesh with removing unwanted edges ? Or do i have to retopologize it with the freeform tools over the high poly mesh for a better subdivision and etc. I am sure this is the best way but i want to know if i can get off easy by using the same mesh without turbosmooth and without some edges , as i don’t need a high detail model for this project. Also when you create the uv mapping , you unwrap the high poly or the low poly mesh ? Thanks


#2

-While you can use the unsmoothed version as the low, you might be better off subdividing once, then collapse and manually remove edges. The reason is that your subdvided version will match the shape of the high poly much better than the cage. Keep in mind you’ll need to have good topology for this work well. The other method is of course retopo.

-You don’t UV map the high poly, unless you want to transfer “color” details to the low, that is usually something done for organics / characters as a starting base.


#3

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