Sign in to follow this  

Low Poly vs. High Poly

This topic is 685 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello,

 

I wanted to know how do you turn a low poly model into a high poly? I did several models for a project for my job and I put all the details that I wanted while keeping the poly count low and manageable. But my employer wonders if I can make the models a higher poly count. I know the correct process is to create a high poly model and then make a low poly version, but I have no experience making a high poly model. My experience is all about making my models as efficient as possible for gaming. Namely, getting the shape and details I want using the fewest possible polygons. The models are also checked and double check to make sure they have no ngons and tris.

 

I know just adding more edges is not the way to making a high poly model, so I am stuck. Any advise will be helpful.

Share this post


Link to post
Share on other sites

Import into ZBrush. Add details.

Do this. Low poly is somewhat like very basic models that are usually used to sculpt things in ZBrush. If you're model isn't too sharp, it should be fine.

Share this post


Link to post
Share on other sites
The other way around is mostly easier, by making different LODs.
You can also take a look at tesselation or geometry shaders (for example to split polys into more polys.

It depends on your needs, for more detail and netter looking models, Hodgman put you in the right direction (modelling).

Share this post


Link to post
Share on other sites

In some cases, you can get away with simply adding something like Blender's Subsurf modifier.  It adds smooth geometry and you can control just how much of it.  You can also then apply it and then modify it as you need to.  Note that this is similar to what would happen if you put it into ZBrush as suggested.  Also, Max and Maya have their versions(TurboSmooth in Max I think) so it should work wherever you go.

 

Just note that the results will also depend on how the original model is, and just how "low-poly" it is, including just where the the geometry is on the model, as these modifiers use a form of subdivision, so if the geo on the original isn't even, it won't be on the subdivided one either without some extra work.

Share this post


Link to post
Share on other sites

In some cases, you can get away with simply adding something like Blender's Subsurf modifier.  It adds smooth geometry and you can control just how much of it.  You can also then apply it and then modify it as you need to.  Note that this is similar to what would happen if you put it into ZBrush as suggested.  Also, Max and Maya have their versions(TurboSmooth in Max I think) so it should work wherever you go.
 
Just note that the results will also depend on how the original model is, and just how "low-poly" it is, including just where the the geometry is on the model, as these modifiers use a form of subdivision, so if the geo on the original isn't even, it won't be on the subdivided one either without some extra work.


I agree, you could use something similar to the Subsurface modifier, makes a model smoother and more "high-poly" without very much effort.

Share this post


Link to post
Share on other sites

In some cases, you can get away with simply adding something like Blender's Subsurf modifier.  It adds smooth geometry and you can control just how much of it.  You can also then apply it and then modify it as you need to.  Note that this is similar to what would happen if you put it into ZBrush as suggested.  Also, Max and Maya have their versions(TurboSmooth in Max I think) so it should work wherever you go.

 

Just note that the results will also depend on how the original model is, and just how "low-poly" it is, including just where the the geometry is on the model, as these modifiers use a form of subdivision, so if the geo on the original isn't even, it won't be on the subdivided one either without some extra work.

 

Thanks for this. Are you talking about the Smooth feature in Maya when you talking about something similar to Blender's Subsurf modifier?

 

I feel stupid for not considering Z-Brush since I do have the program, although my skills with it are still in the beginning stage. From what I remember, you add details to the model in Z-Brush and then baked them into the model if I remember correctly.

Share this post


Link to post
Share on other sites

The other way around is mostly easier, by making different LODs.
You can also take a look at tesselation or geometry shaders (for example to split polys into more polys.

It depends on your needs, for more detail and netter looking models, Hodgman put you in the right direction (modelling).

 

What is a LOD? I don't recall hearing this term before.

 

Btw, there seems to be a glitch on the site. It took me so long to reply because the thread tells me that no one has replied to my original question.

Edited by HeroR

Share this post


Link to post
Share on other sites

 

The other way around is mostly easier, by making different LODs.
You can also take a look at tesselation or geometry shaders (for example to split polys into more polys.

It depends on your needs, for more detail and netter looking models, Hodgman put you in the right direction (modelling).

 

What is a LOD? I don't recall hearing this term before.

Check here

Share this post


Link to post
Share on other sites

I'm not sure, but that "smooth" thing in Maya sounds about right.  If it is, then what I said probably applies to it.

 

LODs are level of detail.  Basically when a model(let's say a tree, since speedtree does exactly this too) is close up, you see it in high poly glory(let's say 10,000).  Then at some distance, you see a lower poly version of it(5,000), and further yet, the tree only has maybe 1,500 polys.  Finally, in the distance, it may get converted to a single billboard tree(works well for things that aren't really animated).

 

Generally if your game will do this, then you may create a super high poly version first in ZBrush.  Then create a "normal" version, which you use the ZBrush version to bake normals onto.  Then you can lower the polys either directly or using a tool in order to get the lower poly versions.

 

The issue we currently have is just that you are going the other direction, which is not as common from what I have seen.

Share this post


Link to post
Share on other sites

ZBrush is the industry standart. There are other tools that allow you to do that: Mudbox, 3D Coat....

 

I personally like 3D Coat. It has a very clean interface, where ZBrush seems to be "arcane" and hard to understand, and very good retopo tools (another thing you might need to do if your high poly sculpt no longer fits your low poly model enough).

3D Coat is also cheaper, about half the price of ZBrush...

 

Now, you can also use Blender for sculpting. Any 3D Package I know of nowadays has its own sculpting tools. While they might not be as powerful as what you get in ZBrush or 3D Coat, they might do the job without needing an additional tool (and an additional license).

 

 

Then there is the option to create the details directly as a normal map in a tool like "nDo", a Photoshop Plugin. If you your object is rather simple, and so are the additional details needed, that might be a quicker process than sculpting the details and baking it back to the low poly mesh.

Share this post


Link to post
Share on other sites

Thank you for all your advice. I am using Z-Brush to give more detail with my model and I am getting good results so far. I am using videos to help me guide me through Z-Brush since it has been awhile since I used it. Bought it for school so might as well used it.

 

If I recall correctly, you are supposed to baked the high res model in the lower res to bump the detail.

Edited by HeroR

Share this post


Link to post
Share on other sites
You need to differ between a hi-poly ZBrush model and an higher poly in-game model. Right, if you want to add baked details, you should go for ZBrush, sculp them in and bake them to a texture. But if you need more polys for the ingame model, you need to remake your current model. Ask your employer what he is missing. Is it the silhouette of the model which is too rough, then you need to remodel your model most likely. Does he want more details, e.g. single fingers should be animated separately ? Or does he want more surface details, then you should go for the zbrush/bake approach.

Share this post


Link to post
Share on other sites

You need to differ between a hi-poly ZBrush model and an higher poly in-game model. Right, if you want to add baked details, you should go for ZBrush, sculp them in and bake them to a texture. But if you need more polys for the ingame model, you need to remake your current model. Ask your employer what he is missing. Is it the silhouette of the model which is too rough, then you need to remodel your model most likely. Does he want more details, e.g. single fingers should be animated separately ? Or does he want more surface details, then you should go for the zbrush/bake approach.

 

 

I general make the models look more high tech. I know that just putting more details (higher textures) can make model looks more high res than it actually is. Your first example is what I planned to do for all the models while making a higher poly model for those I think needs it. For the record, this is for demonstration, not an active game, yet.

Share this post


Link to post
Share on other sites

This topic is 685 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this