From the course: Maya: Game Prop Creation
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Overview of the high-poly projection pipeline
From the course: Maya: Game Prop Creation
Overview of the high-poly projection pipeline
In this video I'll look at the pipeline for a high poly to low poly bake or projection. Right now, we can see I've got a normal map, actually a comparison of bump, normal, and straight color on my table. It looks really good in the boards, especially here with the normal map where it's nice and soft. However, the edges of the boards are still very crisp, and it's a little disturbing that when we spin around this we can see that the top has a lot of detail, but the boards are perfect, even though I've disturbed them slightly by putting in some cracks. One of the things I can do is to look at a high poly model, taking the original low poly based on a good edge flow, separating out the unwrap and then modeling high poly elements. Projecting them here in Maya and using the normal map to disturb the corners. To start, I'm going to separate out some of the unwraps here. One of the things we need to consider is if we're baking, do we have unique unwraps or are we stacking. I'll pick my table…
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Contents
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Understanding the importance of a low poly count4m 46s
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Overview of normal maps9m 26s
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Overview of the high-poly projection pipeline3m 10s
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Planning the UV space for projection5m 29s
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Working with hard edges and subdividing7m 22s
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Adding details by beveling and extruding6m 50s
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Fixing geometry7m 39s
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Using the Sculpt Geometry tool and soft selection to add dents9m 32s
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Baking the high-poly model onto the low-poly model to produce a normal map8m 21s
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