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From High to low?

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mopskind

Member
Hey Guys,

was just wondering about how you model your weapons. Do you make a High poly version first or vice versa?
For me it would be more logical to do low poly first and then highpoly it by using mesh smooth and such things,
but if you have a better Workflow i would like to know about it ;)

Love the stuff you do, keep on!
 

Maniche

Level Designer
Pathfinder Games
I'm no modeller, but I reckon [MENTION=129]brrr[/MENTION] can give you some pointers, but our blog From High to Low explains it quite nicely actually.

We make the high-poly versions of the asset first, before baking the normals down on a low-poly version of the same asset; that way, you'll get all the little details in the high-poly down on the low-poly.

If I'm not mistaken, haha!

Maniche
 

brrr

TW Developer
Hey Guys,

was just wondering about how you model your weapons. Do you make a High poly version first or vice versa?
For me it would be more logical to do low poly first and then highpoly it by using mesh smooth and such things,
but if you have a better Workflow i would like to know about it ;)

Love the stuff you do, keep on!

Well I guess it depends really, each artist has their own method for doing these things - we do not have one single standardised method. Some prefer to model high-poly and then bake down to low poly - but some artists prefer not to.

I for example tend not to high poly models - I go straight into low poly. As a result of that though one needs to make sure that the normals make up for it, along with hand-painting of certain aspects of the AO map.
 

mopskind

Member
dafuq sorry for the second post didnt see your answer brrr. my phone is a bit messy. so there is no particular reason for your method? and do you use any scripts in 3ds or so? i mean modeling down from 1million to 10k polygons by hand sounds pretty exhausting :D
 

Sir Apple

Well-known member
Well if you have a complicated mesh, its easier to focus on the hipoly first. If you do the lowpoly first, your essentially limiting yourself in the hipoly as you can't really tweak the mesh very much or else it won't match the already made lowpoly. So for something complicated like the MG34 it makes more sense to do the hipoly first.

I guess its partly a preference thing. I never really gave it much thought, I just make Hipoly first typically as its easier and makes more sense to me.
 

mopskind

Member
That makes sense :)
Why i am asking is because i am trying to bring my model in the cryengine. First time i work with 3ds though lets see how it will turn out in the end.

Beretta 38/44 Highpoly (polycount 38611- Triangles:???):

[URL="http://www.imagebanana.com/view/sncu9l7r/Highpoly1.jpg"][IMG]http://i.imagebanana.com/img/sncu9l7r/thumb/Highpoly1.jpg[/URL][/IMG]

[URL="http://www.imagebanana.com/view/jqr12z2x/Highpoly2.jpg"][IMG]http://i.imagebanana.com/img/jqr12z2x/thumb/Highpoly2.jpg[/URL][/IMG]

[URL="http://www.imagebanana.com/view/5eqhjndu/Highpoly3.jpg"][IMG]http://i.imagebanana.com/img/5eqhjndu/thumb/Highpoly3.jpg[/URL][/IMG]

Beretta Lowpoly (Count: 5068 Triangles)

[URL="http://www.imagebanana.com/view/mfzdtlzo/Lowpoly1.jpg"][IMG]http://i.imagebanana.com/img/mfzdtlzo/thumb/Lowpoly1.jpg[/URL][/IMG]

[URL="http://www.imagebanana.com/view/s1o8oc09/Lowpoly2.jpg"][IMG]http://i.imagebanana.com/img/s1o8oc09/thumb/Lowpoly2.jpg[/URL][/IMG]

[URL="http://www.imagebanana.com/view/pe3lshrq/Lowpoly3.jpg"][IMG]http://i.imagebanana.com/img/pe3lshrq/thumb/Lowpoly3.jpg[/URL][/IMG]

Smoothing needs some refining, after then i will UV it.
 
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