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Day 18

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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.


        (Right - Low poly. Left - High poly.)

        tumblr_mbel0pFeHm1rxq0qy.jpg

        tumblr_mbel4gwQH71rxq0qy.jpg

        tumblr_mbel4yAjrl1rxq0qy.jpg

        tumblr_mbel5eAExU1rxq0qy.jpg

        tumblr_mbel5yk5gj1rxq0qy.jpg

        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.

        tumblr_mbel9rXUw21rxq0qy.jpg

        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.

        tumblr_mbeln835zN1rxq0qy.gif

        tumblr_mbelnt9ldZ1rxq0qy.gif

        [size=2]PS: Sorry for the bad english.
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