High/Low Poly Bake (Normal Map)
This is an experiment with the bake tool. The model on the left is the low poly and the model on the left is the high poly. Itās been smoothed and divided up to 5 which allows for greater detail but at a much more demanding cost on the computer. The stamps were placed on the model, normal maps were created then the bake was placed onto the low poly model.
Thereās almost no difference between the two. The low poly model has the illusion of depth without being too demanding on the engine. This is a great tool for creating really detailed models and whilst keeping optimisation in mind.
I decided to use this knowledge to the roof for the shop appear worn down. This is for the shop is itās placed in a run down part of the city. This is a good way of using the same model but adding different details to create more variety. The model is the same so player can easily identify it as the ingame shop however the one in the richer parts of the city will be well mainted and have no grime or graffiti.Ā
Once again after doing the UVs for the roof. I duplicated it and smoothed out the second model. I put itās division to 5 as it allows for greater detail.Ā
I added moss and rust to make it appear unclean and some leaves crawling up the centre.
Here after the bake is finished we have the high and low poly models. You can barely tell the difference as the lighting details have been transfered over. Itās only when looking at it sideways you can see the illusion of depth compared to actual depth of the high poly model.
The left model has a count of 608
The right model has a count of 622592
Here you can see how the low model is actually flat compared to the high model. Itās all just smoke and mirrors really. We want to make the player feel immersed by creating detailed models whilst also keeping the engines requirements in mind. By using this technique the games industry is able to create amazing looking models without needing to use such high demanding poly counts.
Itās important to know what angle the player character will be looking at these models is. As by placing the model or the players camera in certain places you can enhance this illusion or break it.
An example of this being used in the industry is in side scrollers. Side scroller games know the player will be seeing the majority of the game from a certain angle so they build with this in mind. HereāsĀ āFinal Examā 2013 from Mighty Rocket Studio.
You can see the depth of the brick walls. The gap between each brick makes the enviroment seem so much more detailed but actually we know itās a flat model and by using the bake tool and then textures, colour and shading we are able to create this illusion. The developers are able to create these colourful detailed enviroments with it being able to run on the console.
Hereās the trailer forĀ āFinal Examā where you can see more examples of the players forced perspective being used to the favor of the developers creating detailed models.
The issue I feel is the more freedom the player has with their camera the higher chance they will find unflattering angles in your game. Whether itās first person or third person the player is usually able to rotate their camera with the mouse or analog so this is something developers need to keep in mind. Depending on how close the player will be getting to the model is also important.
Is the model going to be in the distance unreachable or will the player be getting right up to it? This will determine how much detail is put into it.