Hey all i have a question/s
So if i wanted to make say, a chair for a game, I would create a decent chair, with subsurf mod on and all that, i would make it look really good. then i would UV Unwrap it,
Then I would make normal, specular, ambient occlusion maps for it. then remove the subsurf and decimate it as much as i can, then apply those maps onto the UV’s?
Then create textures for it in photoshop? am i right?
Is this the correct workflow? or is this completly wrong??
Thanks for any advice
Josh
I´m not sure decimating will give you nice results. You could start with a low poly chair, duplicate it in another layer, and then add detail (subsurfing, loops, sculpting). Or you could start with your high poly chair, and then retopo it into a low poly one. I guess it depends on what you are modeliing.
Be aware that you need to unwrao the low poly model, and bake the high poly maps (normal, AO) on it.
There are plenty of tutorials on blendercookie.com, take a look at this one:
Don’t use the decimator tool. It creates chaotic meshes. When making furniture, I just build the mesh low poly, and that’s that. No need to really sculpt a chair (unless it’s ornate). Here’s a bench and table I made. Flip through the thumbs, and you’ll see how it’s put together. The table and bench have Diffuse, normal and AO maps.
http://www.turbosquid.com/3d-models/medieval-table-bench-3ds/578581
Here’s a bookcase:
http://www.turbosquid.com/3d-models/bookcase-books-3d-3ds/567548
Thanks Guys, Also is everything supposed to be in triangles for game?
The GE will convert your meshes to triangles. Make your meshes with as many square faces as possible. Neater and lower poly.