The details from high-poly can be baked into texture maps. You convert high-poly to low-poly through retopology, or decimation. You convert low-poly to high-poly through sculpting, or Catmull-Clark subdivision.That's why you see so much about low-poly - with knowledge about low-poly topology the high-poly comes along. The problem with low-poly is topology, which has to follow some rules, so the shading looks right, the subdivision surfaces are right or the sculpts will be right. low-polygon proxy geometries of high-poly ones - for rigging and animating.generated by some simulation, 3D scanning, etc.through control low-poly cages (subdivision surfaces). The problem is how you control such an enormous amount of vertices: Highpoly is important to achieve superb surface detail.
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