EClark1894 opened this issue on Oct 02, 2014 · 40 posts
RorrKonn posted Tue, 07 October 2014 at 12:39 AM
Quote - Okay so let me see if I got this... Both Hedd and Tony say that going with a low poly mesh, then baking the texture is preferable to sculpting a detailed high poly mesh. So what determines quality?
you burn a high "lets say a million" polycount displacement map for a 20.000 polycount SubD character.
displacement maps will rase the polycount to a million at render time.
normal maps will keep the polycount at 20.000 at render time.
you burn a high polycount normal map for a 3000 polycount game character.
so the polycount stays at 3000 but looks like a million polycount character
The killer details ya see in zBrush gallery is from high polycount meshes.
zBrush will go to a billion polycount mesh.but they would be a real pain to rig & impossible to use real time so we keep the polycount low and use normal maps.
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