High poly vs Low Poly when creating model [closed]
Closed. This question is opinion-based. It is not currently accepting answers. Want to improve this question? Update the question so it can be answered with facts and citations by editing this post. Closed 4 years ago. I am new in game development, but I have some knowledge in Maya and 3ds Max, I want to create pirate ship for game. So I spoke with many 3d artists and there are different opinions about low polygons and high polygons modelling. I am an iOS developer too so I know that it's hard for computer to process many polygons, so we should reduce amount of faces as much as we can. But my question is much more connected to 3D. Do I need to create low polygons model at start and then smooth it to increase amount of faces or do I need to create high polygons model and then reduce amount of edges, faces and etc?
I think your question is about modelling assets for your game and whether you should start with a low or high poly prototype.
To me it makes sense to prototype quickly and therefore choose whichever takes you the least amount of time…
That doesn’t always mean low-poly (though in general it is usually quicker to build a prototype model out of simple primitives than it would be to model something accurately). If for example you found a high-poly asset available to you online or somewhere else, then you shouldn’t be worrying about number of polygons at such an early stage and should feel free to use that model accordingly.
I have always modelled starting from primitives, adding complexity until I’m satisfied that the output stylistically matches what I had in mind.
Okay you’ll never use high poly models in the actual game itself.
The purpose of a high-poly model is to provide your low-poly silhouette model “DETAIL” information for baking.
Two different methods for creating models.
1) Low to High
2) High to Low
Low to High is for modelers that are more methodical. Like Maya Artist to Zbrush
High to Low is more for sculpture type artist. Like Zbrush to Maya
no approach is better it’s based on the ARTIST
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