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Is there a way or tutorial on how to go about quading an object? I have this project to model a low poly weapon being under a 1k tris and so I build the low poly vers first. I would like to do a normal in Zbursh as it would be my first time using it but my model isnt quad friendly atm. Lots of tris and varying shaped polys.
From what I have learned about Zbrush you need to have your model unwrapped to make a normal map for it. It would seem I would have to unwrapp a faily high poly sword if I wanted to keep most of the hard edges in the sword so Zbrush dosnt smooth them all out. This would then blow my tricount. Could anyone point in me in the right direction of a tut or something like that, that could possibly help out? Wouldnt even know where to begin to phase this kinda question to find a search for it.
Is this kinda a foolish way to build a sword?? Should I just try and build a high poly in max? Or should I build a low poly quad vers of the sword, import it, sculpt it, low sub division back to max, lower polys again, unwrapp, add some segments to preserve hard edges without breaking unwrap, import to Zbrush and then bake the normal?
If none of this makes any sense at all I understand but if someone knows where i could get some help for this I would be extremely appreciative.
Last edited by Autocon; 08-06-2008 at 04:00 PM.
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