Is there a way to make high poly objects very low poly

In blender or any special “low poly” software is there the the ability to change high poly model into models that look like they could be in the game “Superhot?” or is it just easier to actually model it.

There are various processes collectively referred to as re-topologizing (or just retopo) – putting that term into Google will get you a lot of advice of varying quality. There are somewhat expensive dedicated tools for this, but there are also various ways to accomplish it through Blender alone. I keep these two bookmarked since I can never remember the steps. Different techniques work better with certain kinds of geometry. It’s definitely a trial-and-error thing.

I use Unwrap3D for this.

ZBrush has great tools that you can create edge loops, define areas where it holds detail and areas to cut the number of polys, and sliders to dial in the amount of polygons you shoot for. It will keep the normal map information from the high poly object and project it onto the low poly surface. You could also bake cavity and occlusion maps and combine them later with the texture maps of the low poly version to create the illusion of even greater detail.

It’s probably easier to just model it. I suppose if you really want to be bass-ackwards about it you could always use something like this though: https://www.assetstore.unity3d.com/en/#!/content/69971

But then you lose the ability to bake texture maps to provide the appearance of greater detail (as @ippdev describes).

Of course, that’s not exactly an issue in something as minimalist as Superhot. :slight_smile:

That is very interesting i might look forward to that

So if i had a high poly ak i made can i just turn it into a very low poly one with repology?

would anyone reccomend these 2? Unity Asset Store - The Best Assets for Game Making
Unity Asset Store - The Best Assets for Game Making

If you’re going to spend around $50 you should probably look at the Unwrap3D tool suggested earlier, first.

The ZBrush tool also mentioned earlier is around $150 for a single-seat license, if I remember correctly.

You can only get evaulation for free lol.

Retopology is not difficult, but depending on the model can be time consuming. Also retopologizing for and animated object will be different from that of a static? (non animated) object since you will need to worry about deformations when animating.
The advantages of retopology will be in game performance. If you have a very high poly object the game engine has to draw all those polygons. If you have fewer polygons it doesn’t take as much time to draw the object.
So the typical way is to make a high poly object. Use one of many different techniques to make a second lower poly object then bake a normal map which the low poly object will use to “fake” the high poly look.
I do it all in Blender.

simplygon used to be the goto right?? … i dunno how it is nowadays

but yeah theres tons of solutions for it…

blender has a decimate modifier but id be clever with it if you care much about precise quality of its outputs… but i suppose its like that with any of the solutions?

Max and (probably) Maya also have built in tools for this, and they are simple to use.
But my favorite and which I think is the best for the right price is Mudbox’s retopo tools. Similar to zbrushes retopo tool, but cheaper at $10 sub per month.

It’s a bit late but blender can do this. Just use “Modifier” “Decimate”.

that gif is gold, thank you Chinafreak

Thought I’d chip in to mention that MeshLab can also do this, with “quadratic edge collapse decimation” and there is an option for “with texture” if you want to attempt to preserve UVs. As far as free solutions go, this is the best I’ve found:-

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Yep, Duplicate a high poly mesh and move to another layer (maintain the exact position/location & scale of the duplicate) decimate the duplicate and then bake the texture from the high to low poly using ‘selected to active’ method. Lots of Youtube vids on this to help :slight_smile: