Reply To: COLLAB2021 – HQ – Stylized Fantasy Environment

Forum Archive COLLAB2021 – HQ – Stylized Fantasy Environment Reply To: COLLAB2021 – HQ – Stylized Fantasy Environment

#63269
Kent Trammell
Participant

    Great questions – questions I haven’t answered myself yet. My thoughts:

    Should we absolutely avoid Subdivision Surface Modifiers when modeling the interior assets? It is a low poly project right?

    The main reason I lean toward low-poly (non subsurf modeling) is so we could possibly have an optimal, complete environment running in real time in an Eevee viewport. I just think that’s a cool final product to shoot for. One that could probably be uploaded to sketchfab as well.

    If we allow subsurf it’s very unlikely it will be navigable in realtime.

    NOTE I’m not saying subsurf can’t be used for the high-res versions of assets for the purpose of baking to the low poly. On the contrary I expect hi-poly sculpting to lo-res baking to be a common technique throughout this project. Still within that the MASTER models would be low-poly.

    can we use that technique were you enable out smooth under normals in the object data properties? and then go through all the stuff of selecting edges that should remain sharp. But then it’s a Blender only work flow? Is that ok?

    I know normal data is exportable to other apps. We’ve done it many time from Blender to Unity. So I’m pretty sure hardening normals will translate to any app. BUT I don’t care too much about the project’s smooth transition to other apps. Not enough to influence our project’s protocols.

    What do you think?