Alex.SilR

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Oct 4

Day 18 – Blender and NormalMap

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.)

Dia 18 – Blender e NormalMap

No dia 18 assisti a parte 4 e 5 da vídeo-aula Training Course: Low Poly Game Asset Creation – Fire Hydrant in Blender and Unity 3D e fiz um pequeno teste de NormalMap.

Na parte 4 da vídeo-aula foi feito o modelo low poly do hidrante a partir do high poly. Foi um processo bem simples na verdade. Depois da duplicação do high poly a maior parte do processo foi remoção de edge loops e alguns detalhes como as partes com depressão no corpo e na parte superior e os parafusos.

O modelo low poly sem subdivision surface ficou com:

  • 561 vértices.
    • ~5.4% do high poly sem subdivision surface.
    • ~0.7% do high poly com subdivision surface.
  • 260 faces.
    • ~2.5% do high poly sem subdivision surface.
    • ~0.3% do high poly com subdivision surface.

(Direita - Low poly. Esquerda - High poly.)

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.

Na parte 5 da vídeo-aula foi feito o UV unwrapping no qual foi sugerido antes um tutorial do próprio autor que fala sobre o básico de Uv unwrapping e seams (Introduction to UV Unwrapping). Depois de assistir o tutorial e a vídeo-aula deu pra ter uma noção bem melhor de unwrapping e principalmente de seams. O unwrapping do hidrante não foi nada complicado.

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.

O pequeno teste que fiz de NormalMap mostra a diferença de um objeto com e sem. As imagens são prints do jogo rodando. As imagens que tem a sensação de profundidade são as com NormalMap.