Hello!!!
For the work with unity or unity pro we have a question:
We have a polygon 3d model created with a 3d scanner which has got about 1 million faces.
Also there is a low poly version of this model with normal or bump map.
There are now 2 opportunities for us to work with unity:
- The polygon model has got to many faces and therefore we have to cut down the polygon count.
With this we will lose some of the details and work with a lower number of polygons
or
- We work with the low poly model and use normal and/or bump maps to let it look like the original.
Can you please give us a suggestion which way we should use or what are the advantages/disadvantages of these methods.
Thanks a lot.
Maybe misunderstood something, but you’re saying:
- Model with reduced poly count or
- Model with reduced poly count + normal maps
Then I would say that the obvious choice is #2 because it looks better. Sure #2 needs a bit more power.
Hi ,
i advice you to use some high technique such as LOD ( Level Of Details ) , that mean you have more than model , and you can load it depend on camera distance , also Normal map is the best solution for your issue .
I would use a program like Topogun to retopologize the high res mesh, turning it into a low-res model. Then use something like Xnormal to get the detail from the highpoly model onto the low poly one by way of normal and AO maps.
After playing with it awhile and practicing you’d be hard pressed to tell which one is which.
Hi!!
Thank you very much for the answers!! Yes, we thought to use the normal maps…
what do you think:
can we assemble the low poly with the normal map and maybe a specular map in unity?
it can be a solution?