Best practices and industry standards follow hand in hand.Īn area vastly underrated and misunderstood by new 3D artists is the low poly process. Things like clean topology, triple AAA texturing, and low poly count. ![]() There is a lot to learn about making game or film assets besides the basic sculpting or molding of mesh. 306 faces is much better than 5000.When you first take up 3D, there is so much to it that it can overwhelm a new user. There is a shading issue there, but it's just me bevelling wrong, leading to a triangle. Is there any way to solve that? Otherwise the distorted portions are appearing fine.Įxample of its The requested. Those 'holes' in the lower right corner are causing artefacts in my low poly mesh. I tried using the bake normals option in blender but it is producing several artefacts of mostly red, green and purple colours. Just a side note, I use Unreal Engine for game development. Now, is there any way to bake these details of the high poly mesh to the low poly mesh and if not, then how can I give that low poly mesh a deformed shape (like the high poly mesh), without too many polygons? Then I manually deformed it a bit using proportional editing which gave me this result. Now, I created a high poly mesh and subdivided it a few times and then added a displace modifier with a cloud texture with 0.010 strength, which gave it a deformed kind of shape. So, I created a low poly cube and gave it a basic shape of a wood (no deformation) ![]() Here, I wish to create a piece of deformed wood in blender. But I don't know the procedure of doing that. I heard that it is a good practice to create both the high poly mesh and the low poly mesh for the asset, but instead to using a high poly mesh, one should bake the details of the high poly mesh to the low poly mesh. I am creating game ready assets using Blender.
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