Hi, I’m looking to model the Power Loader form Aliens. I have made the decision that I’m going to predominantly use DDO to texture it, and therefore, have decided on a perhaps convoluted modellnig route. I am doing the modelling in ZBRush, just using dynamesh and booleans etc to get a high poly, high detail part. I then want to create a low poly (i am most comfortable doing this in Topogun). But I’m kind of stuck when trying out the normal map creation.
I want to be clear, I’m not trying to create a low poly, game res type mesh. Just lo enough to animate, and perhaps render in Unity (mainly to play). The main reason is to have a low-ish and a normal, to get the best out of DDO.
My questions are…
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If I have rounded edge, should my low poly have a bevel or perhaps be on the edge.
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When I create my low poly and export it for use in xNormal, should my low poly have smoothing on?
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When I render, should my low poly have smoothing on?
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When I have a feature that is too big to just be on the normal, should I do topology that is connected to, or separate from the main body of the piece?
Basically any advice any experts in this field can offer, will be really helpful.
One example of a part is this…