Elementroar Posted July 3, 2012 Share Posted July 3, 2012 I'm working on making new models for use in-game. One of the most intensive tutorials I found was this: http://www.youtube.com/watch?v=U0QvFYf_Q_E The thing is that he models with the TurboSmooth modifier on, and it looks like he's preparing the model for a good render. Do I need to go that much into hardsurface modelling a model for use as an in-game model? I've seen another tutorial where the model wasn't as 'high-res', so I'm wondering what are the benefits of modelling the way this tutorial does. Link to comment Share on other sites More sharing options...
Matth85 Posted July 3, 2012 Share Posted July 3, 2012 Finish the tutorials he made. He actually goes in depth on everything. Look up normal maps if you are not sure why to high poly - low poly model. Link to comment Share on other sites More sharing options...
DavidD Posted July 3, 2012 Share Posted July 3, 2012 What he does is that he uses turbosmooth so that he can open it up in zbrush and create normalmaps. From that normalmap he then grabs the diffuse and there he has the textures. Then he turns the turbosmooth modifier off and starts to remove edges to create the in-game model. Like Matth said, if you watch the entire series you should see that. You can skip the parts where he works in zbrush if you don't need to create textures. Link to comment Share on other sites More sharing options...
Elementroar Posted July 3, 2012 Author Share Posted July 3, 2012 The thing is that the other sword tutorial on Youtube works with the low-poly mesh in ZBrush, and that was what I was taught for ZBrush before. However that was for organic forms, so it might be different workflow. Link to comment Share on other sites More sharing options...
DavidD Posted July 3, 2012 Share Posted July 3, 2012 You need a very high-poly mesh to be able to sculpt it and then get a good looking normal out of that Link to comment Share on other sites More sharing options...
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