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Triangulation in Low Poly Game Models

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Hey guys, I've been working in a small project of a star wars house and when it comes to baking normal maps I still have some troubles so after baking the first normals I've found that the way my UV's were done were wrong and I decided to restart to unwrap, right now I think my UV's are ok since I've made separate islands for different smoothing groups with padding between them (hope that's how it should be done).

My problem now has to do with triangulation, for the first time I decided to triangulate my models manually (I know I should be doing this whenever I want to export for a game engine). So I've watched a tutorial from 3D Motive called "Baking Normal Maps - Tips and Tricks" (3dmotive) and in this series there is one vídeo that does take care of how you should triangulate your models, but it is missing something that I am now wondering about.

So in the video he gives us this example. And it is indeed correct because the model on the right is showing that the light is going towards the direction of the triangulation, so no doubts on that.


My question is, with that last tought on my head, what's the best way to triangulate this models? The one on the left or the one on the right?


Hope you guys can help me with this ;)

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