High to Low Poly Workflow in 3D Modeling

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  • เผยแพร่เมื่อ 26 มิ.ย. 2024
  • After watching this tutorial you will have an understanding of optimization workflows and concepts to keep in mind when you need to bake high poly detail down to your low poly models. This video is part of a series on how to prepare real-time game ready assets in a real production pipeline.
    Professional Website: onmars3d.com/
    Gumroad: gumroad.com/onmars3d
    Artstation: www.artstation.com/onmars3d
    Instagram: / onmars3d
    Software used in Tutorial: Maya 2020
    Concept/Reference Art - Filippo Ubertino: www.artstation.com/artwork/oA...
    #uvmap #lowpoly #gameart #3dmodeling #retopo #autodeskmaya
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    Table of Contents
    0:00 Introduction
    0:37 High-to-Low Overview
    1:16 The Importance of Silhouette
    2:43 Have a Target Triangle Count
    5:16 Leverage the Original Base Mesh Where Possible
    8:15 Use Triangles!
    11:08 Keep Round Corners Round/Avoid Right Angle Corners
    14:30 Use Shrink to Wrap Base Mesh on High-Poly Model
    18:30 Rebuild Low Poly Mesh with Retopology/Quad Draw
    19:50 Study Great Examples!
    24:50 Timelapse of Concepts in Practice
    31:40 Conclusion
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ความคิดเห็น • 88

  • @txlec99
    @txlec99 2 ปีที่แล้ว +7

    3d polygonal modeling is not a joke. i've been learning 3d modeling in maya for 6 months now and man i gotta ya that thing aint a joke. its serious and it drives you nuts all the way from the depth of the sea to the highest mount of the earth. if you're just modeling basic stuff like box and circles thats ok and that's very enjoyable lol, but wait, wait until ya start thinking bout creating iron man or just about any si-fic hard surface robots, things, or whatever in that in those line, your gonna instantly notice your not match for it and immediately feels like your LOST in the abyss of outer space.

    • @OnMars3D
      @OnMars3D  2 ปีที่แล้ว +3

      There are definitely levels to this.

  • @ericavoss8105
    @ericavoss8105 ปีที่แล้ว +7

    You sir need a medal, this video is the best!! At school I was always taught ‘tris are bad’ and so it stuck with me. I finished my bachelors degree last year, and now I have to rewrite my brain into being able to use them.
    You have explained the concept very well, super grateful!

    • @OnMars3D
      @OnMars3D  ปีที่แล้ว +1

      Glad it helped and thanks for the kind words!

    • @themaxproful
      @themaxproful ปีที่แล้ว +1

      Keep working hard Im in the same boat as you

  • @elnazheydari4163
    @elnazheydari4163 2 ปีที่แล้ว +2

    One of the best tutorials! I found the answers for some of my big issues with high to low poly workflow! I really appreciate it!

    • @OnMars3D
      @OnMars3D  2 ปีที่แล้ว

      No problem, glad it was helpful!

  • @bresk1
    @bresk1 3 ปีที่แล้ว +6

    That is some quality content right there , keep up the good work !

    • @OnMars3D
      @OnMars3D  3 ปีที่แล้ว +1

      Thank you, excited to keep making more content!

  • @lobkevangheluwe
    @lobkevangheluwe 2 ปีที่แล้ว +2

    Thank you so much for this tutorial, definitely the best I’ve found yet on this topic!

    • @OnMars3D
      @OnMars3D  2 ปีที่แล้ว

      Glad it was helpful!

  • @JustGraphic87
    @JustGraphic87 3 ปีที่แล้ว +2

    I was searching for some maya tutorials, and I am so glad that I found your channel, this tutorial is so helpful, thank you so much, I will keep on watching your other tutorials too, I am sure I can learn so many things with the help of your wonderful tutorials

    • @OnMars3D
      @OnMars3D  3 ปีที่แล้ว +1

      Glad it was helpful!

  • @jakubstacho9199
    @jakubstacho9199 2 ปีที่แล้ว +10

    Soooooo gooood, just what I was looking for. It would be great if you keep posting videos about high to low poly modeling along with baking and making game-ready assets

    • @OnMars3D
      @OnMars3D  2 ปีที่แล้ว +1

      More to come!

  • @ManOfTrades
    @ManOfTrades 2 ปีที่แล้ว +7

    I always do a lot of searching on youtube to find quality as good as this. I haven't seen your videos before, but lately they have been getting recommended and wow I wish I had seen them sooner! Such insanely good content, keep making more!

    • @OnMars3D
      @OnMars3D  2 ปีที่แล้ว +1

      Welcome aboard!

  • @user-te7iw9gt3g
    @user-te7iw9gt3g 2 ปีที่แล้ว

    An awesome turorial, thanks! Keep up the good work

  • @EnterMyDreams
    @EnterMyDreams ปีที่แล้ว

    so so so useful!! thank you so much! love your explanation process

  • @HOWDOT
    @HOWDOT ปีที่แล้ว

    Man thank you for this amazing explanation. Now I fell confident!
    Love all of your vids.

    • @OnMars3D
      @OnMars3D  ปีที่แล้ว

      Glad to hear it!

  • @jahandarwerewolf8480
    @jahandarwerewolf8480 ปีที่แล้ว

    Thats what i needed!! Thank you very much Sir!!!!

  • @OnMars3D
    @OnMars3D  ปีที่แล้ว +1

    Check out my Patreon/TH-cam Membership for all my project files, 3d models, bonus videos, Discord and more or just to support this channel 🙂
    www.patreon.com/OnMars3D

  • @KaranBhand
    @KaranBhand 3 ปีที่แล้ว

    Thank youuu! I was asking for this :D

    • @OnMars3D
      @OnMars3D  3 ปีที่แล้ว

      No problem, happy to share!

  • @FavoredBag
    @FavoredBag 2 ปีที่แล้ว

    Great tutorial, Thank you very much!

    • @OnMars3D
      @OnMars3D  2 ปีที่แล้ว +1

      Glad it was helpful!

  • @maxiperez8408
    @maxiperez8408 2 ปีที่แล้ว

    Wow, this video is absolutly awesome. Thanks for making such a great and usefull content !! I was really struggling with how to do the high to low properly.

    • @OnMars3D
      @OnMars3D  2 ปีที่แล้ว

      Glad you found this helpful!

  • @Aldebaran80
    @Aldebaran80 2 ปีที่แล้ว +1

    wow, shrink wrap erased me a lot of headaches... thax, i didn't know that tool.

    • @OnMars3D
      @OnMars3D  2 ปีที่แล้ว

      Happy to share, it's definitely a useful tool!

  • @DarkAutumn3D
    @DarkAutumn3D 2 ปีที่แล้ว +2

    That's what I always concentrate on as well. It's especially important for LODs. A good rule of thumb is to treat it like a cylindrical object. The more edges you remove or alter, the more it loses its shape - the more obvious it is. As long as you keep the silhouette for as long as possible then you can kinda chip away at the other parts. Always give yourself a triangle count budget - that's what I learned in games design. 24k tris is still a hell of a lot for a games engine lol. Good job though!

    • @OnMars3D
      @OnMars3D  2 ปีที่แล้ว +1

      Yeah, spot on! I'll eventually comeback to this grenade and make an even lower poly model.

  • @thevision2380
    @thevision2380 3 ปีที่แล้ว +1

    Great tutorial video as always. your all tutorial's
    is fully useful to maya users. Thanks for sharing

    • @OnMars3D
      @OnMars3D  3 ปีที่แล้ว +1

      Glad you found it helpful!

  • @lowkey9583
    @lowkey9583 3 ปีที่แล้ว +4

    Now I need the 24k to 5k res optimization video :)))

    • @OnMars3D
      @OnMars3D  3 ปีที่แล้ว +1

      I would just be applying the same techniques till you get to your target poly count. I can look into doing some super low-poly modeling in future videos though.

  • @sonjuneee
    @sonjuneee 7 หลายเดือนก่อน

    Really helpful for me tho. Appreciate it ❤❤❤

  • @palashdas8009
    @palashdas8009 3 ปีที่แล้ว +1

    Thanks it's really helpful..

    • @OnMars3D
      @OnMars3D  3 ปีที่แล้ว +1

      Glad it helped!

  • @pachikokitty9479
    @pachikokitty9479 2 ปีที่แล้ว

    thank you. 🤩🤩

  • @magedafra
    @magedafra 2 ปีที่แล้ว

    nicely informative, thank you

    • @OnMars3D
      @OnMars3D  2 ปีที่แล้ว

      Glad it was helpful!

  • @asvanum
    @asvanum 3 ปีที่แล้ว

    Yes finally I guess this is one the important one in the series

    • @asvanum
      @asvanum 3 ปีที่แล้ว +1

      Also this pure Gold thank you for teaching us.

    • @OnMars3D
      @OnMars3D  3 ปีที่แล้ว

      Happy to share!

  • @sebbosebbo9794
    @sebbosebbo9794 ปีที่แล้ว

    Hallo great you presents here your hard work for use. . . r thx...

  • @9000halNASA
    @9000halNASA 2 ปีที่แล้ว

    You are a master, tnx a lot. :)

    • @OnMars3D
      @OnMars3D  2 ปีที่แล้ว

      Glad it helped!

  • @michaellaviola6540
    @michaellaviola6540 9 หลายเดือนก่อน

    I'm a professional rigging artist/animator, just learning more about modelling due to personal interest. The one thing I strongly disagree with is triangles. They may be okay in a model like the grande, but anything that needs to deform and animate needs to be clean quads. Too often, I've had to give back models to the modellers to fix the topology on knees or knuckles. The main problem with triangles for a mesh that needs to be rigged is that they prevent me from making clear and deliberate selections, it's not that you can't do it, but it's a nightmare to deal with. For something like this granqde, I'm sure it's fine, but overall, if I can have a mesh that's entirely made of quads, I'll take that any day

    • @OnMars3D
      @OnMars3D  9 หลายเดือนก่อน +1

      Hi Michael, appreciate the comment. I talk about that quite a bit in other videos. This series of videos discussed workflows for rigid body props where deformation is not needed which is why I say Tris are ok.
      I'm actually working on an updated video so I'll make sure to emphasize this point when talking about topology. Especially on when and where Tris and quads are needed. Thanks!

  • @EdgyEmoLoliconBoy
    @EdgyEmoLoliconBoy 3 ปีที่แล้ว +2

    nice

  • @Palrakesh363
    @Palrakesh363 3 ปีที่แล้ว +1

    TY

  • @tbnprathades1631
    @tbnprathades1631 ปีที่แล้ว

    If I remember it correctly, you can also use zbrush zremesher and project the detail on it. Then you fixed it on Maya, this isn't the best method cuz sometimes the shape could change.

  • @davelidster2280
    @davelidster2280 ปีที่แล้ว

    In this workflow I’m confused when you would do the UVs? On the optimised final low? Thanks for your work.

  • @atomicshrimpFT
    @atomicshrimpFT 11 หลายเดือนก่อน

    Great video, howeder it was sometimes hard to keep track of all the names and knowing which model you are using rn. I would have made it low, mid and high for better understanding.

  • @AndrewMZcroft
    @AndrewMZcroft 11 หลายเดือนก่อน

    Hi, what is better: Do the low poly from high poly model (removing esges,etc) or from subD model (adding edges where needed)?

  • @subang129
    @subang129 ปีที่แล้ว

    Thanks for sharing this tutorial! Very helpful. Is there any special reason why you didn’t delete hidden faces to decrease more poly count?

    • @OnMars3D
      @OnMars3D  ปีที่แล้ว

      The grenade will be rendered in an open state but as you said, for further optimization, you can delete unseen faces.

  • @danielmfa3D
    @danielmfa3D 2 ปีที่แล้ว +1

    Hello. Thank you for your tutirials. But i have a question. "14:30 Use Shrink to Wrap Base Mesh on High-Poly Model" How can i use this same technique in 3ds Max? Thank you

    • @OnMars3D
      @OnMars3D  2 ปีที่แล้ว +1

      3DS Max has something similar, it has Conform Brush: help.autodesk.com/view/3DSMAX/2017/ENU/?guid=GUID-AB0F11DE-3125-42B0-B7FC-034A34B12181 or Conform Compound Object: help.autodesk.com/view/3DSMAX/2017/ENU/?guid=GUID-5790F099-E538-4702-9831-EC06C0EA2819

  • @mrkoddy
    @mrkoddy ปีที่แล้ว

    Do you advice to model High Poly with turbosmooth first then simplifying the High to Low Poly? Or may I make the low poly first then adding details on the High poly after?

    • @OnMars3D
      @OnMars3D  ปีที่แล้ว

      I prefer to model the high poly first then create the low poly afterwards.

  • @Flatlined804
    @Flatlined804 3 ปีที่แล้ว +3

    With nanite being introduced, will this method be still used in future?

    • @OnMars3D
      @OnMars3D  3 ปีที่แล้ว +1

      Yeah, this workflow will not go anywhere. Nanite is great for high end devices like PC, next gen consoles, etc There will still be a need to create more optimized assets for lower powered hardware.

  • @pygmalion8952
    @pygmalion8952 2 ปีที่แล้ว +1

    I usually decimate my model and triangulate it to the point which it is not visibly break the model's shape. i can go a bit far away with LODs tho.

    • @OnMars3D
      @OnMars3D  2 ปีที่แล้ว

      That works too, that workflow is used at game studios when they have thousands of assets to prepare for a real-time game engine.

  • @kimberlyKDA
    @kimberlyKDA ปีที่แล้ว

    Sir, is that true if I said that "Not every high-poly model should be smoothed but if it is smoothed then it is definitely a high poly model"? Correct me if I'm wrong! Thank you sir!

  • @shisa2834
    @shisa2834 3 ปีที่แล้ว +2

    Im not sure what's worse....the high-to-low work or UVW unwrapping. Especially with high object count projects.

    • @OnMars3D
      @OnMars3D  3 ปีที่แล้ว

      It gets easier with practice. I plan to cover UV Mapping next on the grenade!

  • @FritzHugo3
    @FritzHugo3 2 ปีที่แล้ว

    Are there not a automatic way to to delete unnecessary lines? I search a tool/way to export a "compressed"/converted easier 3d Version (without the flexibility to chance things after this step).
    Maybe the tool make a picture from the high polygoncomplete objekt. Than there make a low polygon model and put the picture from the high polygone at the low polygone model. So you should get a mix. Technical there are a low polygone but the humans see all smother - like a little opticle illusion. Or something other maybe.
    Any idears there are ways for this without many manuel wordk? (like you have a wav and make a mp3, like big huge 100MB Picture and after exporting there are a 1 MB .png)?

    • @OnMars3D
      @OnMars3D  ปีที่แล้ว

      There is automatic tools in Maya and other 3D software. In Maya, you can use Mesh > Reduce, these types of tools work well when you need to create LODs in game engines.

  • @atomicshrimpFT
    @atomicshrimpFT 11 หลายเดือนก่อน

    But wouldn’t it be contraproductive to have so many poles in the low poly? Of course you can’t see them but for presentation?

  • @fernandohenrique3405
    @fernandohenrique3405 2 ปีที่แล้ว +1

    I noticed that you make use of triangles even when Ngons would be appropriate. Why? Personal or technical reason?

    • @OnMars3D
      @OnMars3D  2 ปีที่แล้ว +2

      Triangles give you more predicable control over the topology. Once the model goes into the game engines, it automatically get's triangulated and when you use Ngons, you risk the engine incorrectly triangulating the model.

  • @kmanL3G3N3D
    @kmanL3G3N3D 2 ปีที่แล้ว

    Do u offer personal tutoring by chance?

    • @OnMars3D
      @OnMars3D  2 ปีที่แล้ว

      I do offer one-on-one mentorship. You can find more information here: onmars3d.artstation.com/pages/services

  • @emile7895
    @emile7895 ปีที่แล้ว

    is it still low poly with 24k tris ?

    • @OnMars3D
      @OnMars3D  ปีที่แล้ว +1

      It really depends. Depends on the target hardware, specifications set by the project, whether it's a background or hero prop, etc
      I created this as a hero prop, so 24k maybe high but the workflow still applies whether it's 1k, 5,k, or 20k tris.

    • @emile7895
      @emile7895 ปีที่แล้ว

      @@OnMars3D nice, thanks

  • @swrcPATCH
    @swrcPATCH ปีที่แล้ว

    But I dont have maya

  • @vetbarashka7102
    @vetbarashka7102 ปีที่แล้ว

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  • @VertexRage
    @VertexRage ปีที่แล้ว +1

    24k triangles is called low poly now? Wow.

  • @jesusfagzano1615
    @jesusfagzano1615 3 ปีที่แล้ว +1

    low poly 24000 faces
    LOL

    • @zeusteoh5667
      @zeusteoh5667 3 ปีที่แล้ว

      Ya not industry standard

    • @OnMars3D
      @OnMars3D  3 ปีที่แล้ว +2

      24k Tris or 12k faces/polys. I talk about the tri/poly count here: th-cam.com/video/YDu9pYMkkSM/w-d-xo.html
      Context matters when setting a triangle count for models. This prop is meant to be a hero prop where it can handle close up shots in real time and run on a high on platform (PC/Next Gen Consoles, Etc). If this was just a simple grenade with no focus, then going down to 2k-5k tris make sense.
      With all that being said, the concepts that I discuss in this video can be applied to models that 100k, 25, or 5k. As always, hope this helps!

  • @Batuhan96glaive
    @Batuhan96glaive ปีที่แล้ว

    Bro saying things over and over again, making me paranoid

  • @vetbarashka7102
    @vetbarashka7102 ปีที่แล้ว

    🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍