Well after some time of doing nothing with blender I decided to start making some next-gen game props, and this time I decided to recreate my own “Old Damaged Pillar” game prop in blender. I used the sculpt to make the high resolution, and then I use decimate to make a low poly model… I know this is not the best technique but, I have to say I don’t take care about polygon count, I just wanted to do some practice… :rolleyes:
This is a VERY good quality model, and it shows what Blender’s graphics engine can be truly capable of. Nice work!
It befuggles them up. My technique is to create decent low-poly model first then build the high poly from that,but that is more suited to organic modelling. so they both have their ups and downs.
By the wai, mataii you should create a normal map from out of the colour texture, and add that (in a separate texture channel) on top of the high poly normal map, which will literally squeeze out all the detail from every pixel.
Thank you :), well another technique is to model by hand… but some times and with some objects, like this pillar, decimate works ok… maybe not the best/optimal, but fast…as I said, I dont take care about polygon count here.
It is a modifier, you can use it to reduce the poly count on your models, it will try to keep the original shape but with les geometry, so I use it to make a fast low poly version
Thanks so much dave12345
By the wai, mataii you should create a normal map from out of the colour texture, and add that (in a separate texture channel) on top of the high poly normal map, which will literally squeeze out all the detail from every pixel.
Sure :yes:, I did in that way, look at the picture below:
Detail normal from diffuse & High res Normal -------- High Res normal map
I just erased the normal map from the brick area because I realized that the pillar are just concrete :o, but I left the brick texture.
I use the bake tools of blender, and to make good textures you have to practice :yes:
yes, that’s why I said “recreate” in the first line of the post, I don’t know the whole technique they used in that tutorial, I just did it as I used to do :yes:
yea ah i don’t get the baking and normal map thing:no:. I mean first i don’t know how to bake textures:o, and second i don’t know how to make normal maps work:(
I’m curious, how did you get the low-poly uvs to match up with the high poly uvs? Or does the decimate modifier not mess w/ the uv coords? And how many polys was your model, before you decimated it? It looks great, how long did it take you? lol, lots of questions. But again, good job.
Well, you only need to make the high resolution model, and add some details on it, without UVs… then in this example I take a copy of the high resolution model, apply de multires option, and then apply the decimate modifier and just by adjusting values I decide when the new Low Poly object is ready to use, and then some editing to remove some triangles and weird geometry, when ready the next step is to define the UV’s
The high res model was 90,112 Faces, not too heavy.