Modelling a shanti Shack for Game, Iron roofing. How to get high detail but low poly,

Ok so here i have a simple but relatively high poly iron roofing for a shanty shack,

it has 1930 faces because of the bevel and solidify, how do i get that kind of detail onto a much lower face count? what would be the process to turn this model into a game asset?

Thanks for any help, this is going to be my first game model
Josh

I managed to get it down to 486 faces, with a bevelled edge, is that low enough poly for Unity? or Udk if its not.

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simple, make a plane the size of your roof. Bake normals,textures, ao from high poly to low poly. use in unity or udk. by the way, 486 is still too much for a roof piece. you can get away with (curves included) with just 40 to 50 faces max (with lot of details)

Here is one I made a while ago. Mine has 67 faces, which is considered pretty low poly for most games. I don’t think it has to be a flat plane, unless you’ll hardly see it. Mine was designed as a prop that may lean up against a wall, as in Half Life 2 etc.

But yes, agreed, you can certainly just use a plane with baked normals and textures.

http://www.turbosquid.com/3d-models/3ds-max-sheet-corrugated-metal/613532

Ok thanks for the reply guys, im having some trouble with the normal maps…

So i baked what i think is an ok normal map, saved it, created a new texture slot in the texture stack, loaded the image, clicked ‘normal map’ in Image sampling

enabled UV in mapping

then i click ‘nor’ under geometry correct? because when i do that the model is going black.

thanks for any help

JOSH

I should mention that you need to be in GLSL mode, and have a light in the scene with “lights” ticked. If you’ve done that, post a blend and someone will figure it out. Be sure to pack the textures.

here is the .blend, thanks for anyone who takes a look.


here’s one I made awhile back. You are welcome to use it if you want.

No blend attached.

yeah i cant get the .blend to load…any ideas?

I’d say pasteall, but they are doing that blackout business today, which I get, but really? Come one fellas…

Hey so i thought id try a different model juust to get the flow right, so i went with a tin can.

here are the two models, and here is the normal map it gave me?? im confused as to how to bake a decent normal map for this model. what parameters would give me theis result?

also i tried it in object space, and it ended up giving the highpoly model a normal map, so i roughly matched the uvs and got this result, still far from perfect but everything is working, just need to bake the high poly normals onto the low ones UV’s

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You want tangent space, and remember, the objects need to be at the same place (0,0,0 for example).