View Full Version : Game model order?
commador
11-21-2006, 11:26 PM
ok, I know that a low and high poly model is created, and UV mapped, then the normal applied to the low model from the high poly source, but is the diffuse map made of the low poly UV map, or the high poly UV map?
To me it seems it would be easier to make the diffuse from the lower poly map because its smaller and has less polygons. But then it seems that would also make an inaccurate map once the normal is applied, because of the extra detail. So....can someone outline the proper sequence for me? High poly -> then low poly -> then...?
Jak_Carver
11-21-2006, 11:53 PM
Not sure what your trying to say, kind of doesnt make sense to me. I do get the impression youre trying to normal map a game model correct?
If that is the case, then you need to create a lo and hi res version of your model (the order in which you make them makes no difference whatsoever, as long as you make it). Next, UV map the lo poly version, NOT the high res as this is a waste of time.
Simply normal map the hi onto the lo using whatever tool you want (Maya's Transfer Map tool, Max's Render to Texture, XSI's Ultimapper, etc.) and youre good to go.
commador
11-22-2006, 12:06 AM
What I want to know is where the diffuse map originates from. You said dont bother with UV's on the high, so I assume the diffuse is painted from the low poly UV map. Now, with that in mind, wouldnt that map be inaccurate after the normal map is applied? How can you maintain the accuracy of detail from the high poly mesh if you are using the low poly UV map to paint the diffuse from?
Broomy
11-22-2006, 05:54 AM
hi,
the diffuse texture map and any other map for that matter, is used to create the idea of more detail on a mesh than there actually is, so, if you are creating the diffuse texture for the low poly mesh you need to consider what details are going to be modelled and then normal mapped and which are not.
You can use the normal map as a guide in photoshop/PSP to show you where the modelled details are, and then showing u if u nbeed to paint details of shadows/highlights and etc etc..
If you are createing the diffuse texture map on the hi res model, i am not sure but i guess Zbrush`s paint tools will be able to be exported as a map?
My 2 cents,
Hope it helps,
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