High to Low Polygon Workflow – 01/02/21

3DTCM5, 3DTCM6

The high to low polygon workflow is a process of optimisation. It starts with having a high-poly 3D model that we would bake a normal map from. From then, we would start to use subdivisions and smoothing to get a low poly version of the model. We would then apply that normal map to a low poly version of he 3D model to make it look high quality, but it becomes less resource intensive. When we bake a texture, we are essentially transferring the details from one 3D model (High Poly) to another (Low Poly).

It is important to note that this doesn’t change any of the models geometry, it only changes the way the light hits the model.

https://www.researchgate.net/publication/316435393_High_poly_to_low_poly_workflows_for_real-time_rendering

For todays task, we were challenged with tapping into our creativity with Maya and modelling a cube into anything we wanted it to be. I took a base cube a duplicated it and named one cube_low and cube_high. I kept the cube low normal and started getting to work on cube high. This is my result so far.

The cube features loads of details and I have a vision as to how I would want to texture this cube, if this was a game asset, I’d probably use it as a futuristic breakable crate containing health or ammo. Modelling the high poly cube wasn’t particularly difficult, using Booleans is an interesting concept as it allows you to join and cut shapes out of objects, however it could also cause a mess such as N-Gons and what not, but it allows you to also capture the finer details.

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