You just click a few buttons and “Boom” you’ve got a low poly version of your asset for free. Sometimes, these tools do pretty much all the work for you. As an added bonus, ZBrush has some nice built in tools (“Decimation Master” and “ZRemesher”) that can help you derive your low poly model directly from your high poly. Most people I know, typically start by modeling the high poly version.įor organic shapes, ZBrush is typically the weapon of choice for the high poly work. For any asset you want to put in a game, you generally need 2 models: A high poly version, and a low poly version. Well, first lets take a step back and look at modeling game assets in general. What makes hard surface so difficult for me? Well, I think it all stems from my perception that hard surface modeling is needlessly inefficient and time consuming. I still wasn’t really “getting” hard surface. Unfortunately, much of what I read and watched didn’t really help. As you might expect, there’s a lot out there on this subject. I searched for any tips, tricks, and workflow tutorials that might help improve my hard surface skills. I started off trying to tackle this problem the usual way: Google. Unfortunately, the game I’m currently making involves a LOT of hard surface modeling, so I’ve been forced to confront my weakness head on. For whatever reason, it just never clicked with me. Hard surface modeling has always been one of my biggest weaknesses as a game developer. Diary of an Indie Game Developer: Chapter 7
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