Day 18 – Blender and NormalMap
Mirrored from my blog (en, pt-br).
On day 18 I watched part 4 and 5 of the video lesson Training Course: Low Poly Game Asset Creation – Fire Hydrant in Blender and Unity 3D and did a little test of NormalMap.
In Part 4 of the video lesson was made the model low poly of the hydrant from the high poly. It was a pretty simple process actually. After doubling the high poly most of the process was the removal of edge loops and some details how: the parts depression in the body and upper, and screws.
The low poly model without subdivision surface:
- 561 vertices.
- ~5.4% of the high poly without subdivision surface.
- ~0.7% of the high poly with subdivision surface.
- 260 faces.
- ~2.5% of the high poly without subdivision surface.
- ~0.3% of the high poly with subdivision surface.
In part 5 of the video lesson was done the UV unwrapping of the hydrant, in this part was suggested watch a tutorial before, it talking about the basics of UV unwrapping and seams (Introduction to UV unwrapping). After watching the tutorial and video lesson, I had a much better idea of unwrapping and especially seams. The unwrapping of the hydrant wasn’t anything complicated.
The small test I did of NormalMap shows the difference of an object, with and without. The images are in game. The images that have a sense of depth are with NormalMap.
PS: Sorry for the bad english.