I used to be film/ad modeler and I recently switched to game modeling…
I have a lot of questions mostly in regard to optimization (I never had to worry about 16 or 32k textures for film props, or milions of polys)
Now I found many tutorials showing me how to bake normals, how to model props, but non of them tell when to do what… so here are my questions:
I am confused, someone counts poly, someone counts triangles, for example my barrel has 436 poly but 854 triangles
Is 854 triangles too much or not enough for unreal engine?
what should be LODing like? I could not find any reliable resources, just guys from Warhorse studio said something about 30%
however do they mean like lod0=300poly lod1=200poly lod2=100poly… or did they mean lod0=300poly lod1=100poly lod2=30poly…
When should I model Hi-poly model and bake down normal maps?
for example games from 2007 (crysis etc…) didnt really had many props baked for example I created a crate prop, whitch has just 512x1024 texture but since UVs are totally overlayed, I saved lot of texture space I also chamfered edges to substitute baked hipoly edges normals
however if I want to bake normals I cant overlay UVs so texture needs to be much higher res for same detail ingame also whole HP modeling is more expensive and texture cant be used for another assets
so the basic question is: in year 2015 is it performance wise, hardware supported and demanded by audience to bake down all assets from high poly or should I bake just 50% of most important assets? or something else? I am really confused here
- I see geometry is LODing but what happens to texture? does it automatically change or it changes material? I heard about mip mapping but some references to its concepts in UE4 would help
thank you for all the help in advance, and you can expect even more dumb questions as I am starting to work on my first game in September
Box without normal bake:
Barrel wire and Hi-poly: