What is low poly workflow?

What is low poly workflow?

When you hear about people using a high poly -> low poly workflow for their models, “low poly” is usually referring to, say, the type of model you would see in a video game: Realistic models with not too many polygons, using normal maps baked from a high poly model to keep some of the details.

Which is better low poly or high poly?

Low poly models tend to use less computational power to render, so they are more suited for these kinds of engines that need to rapidly calculate how your model reacts in the virtual environment. However if you’re producing a high quality render, maybe for marketing reasons, then you will often use high poly modeling.

What is the difference between low poly & high-poly?

Low poly is a polygon mesh in 3D computer graphics that has a relatively small number of polygons. Low poly meshes occur in real-time applications (e.g. games) as contrast with high-poly meshes in animated movies and special effects of the same era.

What is the workflow for high to low poly models?

So what is the workflow? The workflow of high to low poly models is basically a process called baking.

How to create high poly to low poly assets?

Here’s a highly detailed tutorial series on preparing assets for realtime use – including retopologizing, baking normals and additional texturing in Substance Painter. This is a video tutorial series in which I show the workflow on how to create a game asset from the high poly model to the low poly version.

When is a high poly model baked on a low poly model?

This is when a high poly model that has been smoothed through subdivision and been sculpted on and is then baked onto a low poly version of the model, this basically creates a normal map of the high poly version so it can then be placed/baked onto the low poly.

Why do people prefer low poly to high poly?

The main reason people stick to doing low poly stuff and then going high poly is : ease of unwrapping and animation. When it comes to the skinning process, you have to have your usual loops of vertices above and under every joints to make it simple and clean.

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