From the course: Maya: Game Prop Creation
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Understanding the importance of a low poly count
From the course: Maya: Game Prop Creation
Understanding the importance of a low poly count
In this chapter I'll look at a workflow going between high poly and low poly in Maya. What we see a lot of times is we need a good low poly foundation, and then we'll make a high-poly version, beveling and extruding additional detail into a model, and then, finally, baking out or rendering from high poly to low poly in a Projection to produce a normal map, which makes the low poly look like it's got a lot of extra detail. These are fairly low-poly models. As an example, on this table I've modeled out the planks, and my poly count is really not bad because all the edges are straight. What I have done to add variation is instead to disturb the silhouette by pulling the edges back and forth. To test this and really see what the poly count is doing. I'll choose Display > Heads Up Display > Poly Count. In here I'll select my table, this whole table comes in at 112 faces. The whole scene is 862, which for this much furniture is really not bad. We can view this and either faces or tris and…
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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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