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Asset Creation - Part 3: High Resolution Mesh

Once the block mesh plus has been approved, it's time to refine it into a high quality high resolution mesh. There are multiple ways to do this depending on the asset you're trying to make: hard surface models tend to rely on subdivision surface workflows and geometry nodes, while organic forms tend to rely on sculpting. We should use whatever combination of techniques are appropriate.

Goals

  1. Create a high resolution mesh that will eventually be used to bake normals and other mesh maps.
  2. Save the file as a new file with the "_high" suffix:  asset_high.blend

1: Create a new file for the high resolution mesh

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Starting from your blockout+ blend file - go to file > save as> and add '_high" to the file name, this creates a dupicate working file

This high poly mesh will NEVER be put into the game, so you can delete the collection exporter inside of this file, as well as updating the mesh data in your outliner with the suffix '_high'

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2: Increase Resolution 

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  1. start by applying all current modifiers to your mesh (excluding mirrorsinstances) +If instances)you are working on a symmetrical mesh, use the mirroring effect in the sculpt workspace, and go ahead and apply any mirror modifiers
  2. apply a subdivisionmultires modifier with 4-3-6 iterations, this increases the polygon count to a level that is appropriate for sculpting (if you find you need more when you are sculpting, just repeathit this'subdivide' stepagain) with 1 iteration)
  3. apply subdivision modifier + switch to the sculpting workface 
    workspace

Hit ctrl + S frequently while working on the high poly mesh + sculpting! it is a very likely time for blender to crash and you don't want to lose work! when you are done, only the most recent save will get pushed to the repo so dont worry!

Polygons:Polygon Notes: 

We are going to be using a high - low polygon workflow, which means you can go pretty high when working on the details of your model! PleasePoly counts + budgets arent a thing in this step, but please be considerate of the server's capacity and dont add 20 subdivs just because you can, add as many as you need to capture the details you want, but start low and go up instead of just throwing on 1 million faces 

Just make sure there is enough to create a smooth surface- see Xury'sbelow: punkwhen characteryou seriessee shading artifacts and little jagged edges, thats a sign to understandincrease thisyour workflowsubdivision in depth. Included example is this pair of teeth by Xury- see the difference in the original sculpt vs final game modellevel

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A good high res sculpt adds detail (like dents, wrinkles, seams, fur, etc.) without making noticeable changed to the silhouette or size of the object

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Checklist:Push to the repository

    Commit
  • Yourchanges / complete the task:
  • All changes to the .blend file isneed savedto be checked into the pounce-art repository. And the newly exported mesh / collision update need to be checked into the pounce-game repository.

    Now that the asset has been pushed to the server, the art director will have access to it. Contact Lexi to let her know it's ready for review. If she has feedback for you, make the appropriate adjustments and repeat steps 1-5 as needed.

    • Commit to the pounce-art repo:

      • Make sure you're in the correctright locationbranch: in the git repositorydev
      • YourStage only the .blend file isfor clearlythe namednewly created asset.
        • Make sure you haven't staged irrelevant files.
        • Your model is made to an accurate and reasonable scale
      • YourWrite model'sa origincommit pointmessage: is
          set to
        • Prefix the worldmessage origin,with the name of the asset and isa thecolon. lowest center
            point
          • e.g. of"crate_wood: yourCreate mesh
            high res pass"
          • Everythinge.g. in"crate_wood: yourCreate outlinerhigh isres clearly named pass"
          • All transforms have been applied (scale / rotation / location)

        STEPS 

        1. NamePush the change to origin / DEV.
          • If it prompts you for credentials, enter your .blend fileusername and save it to the correct locationpassword for GIT repogit.bugjam.dev
          • Make a 'greybox' of your model that shows the correct dimensions + scale
          • Commit your greybox to the GIT repo and get the greenlight on file handling
          • Blockout your model in more detail (not fine detail), think of it as a rough sketch of what you will be making
        2. Commit your blockout to the GIT repo and get greenlight on design
    • Refine
    + detail your model/ finish the sculpting/ modeling phase
  • Commit final sculpt to GIT repo and get greenlight 
  • Use blenderkit to add textures to your model 
  • Commit textured model and get greenlight to finalize asset
  • Create a new .blend file and link in the high poly version of your asset. Name guitar_low.blend, and save it to the correct location for the GIT repo
  • Create the low-poly version of your mesh using retopology workflow 
  • UV Unwrap your low-poly mesh and optimize texture space
  • Commit Low poly model + UV Map to GIT repo to get greenlight for baking
  • Bake your high poly mesh to your low poly mesh (PBR texture set- normal map / albedo / AO /metallic / roughness) 
  • Commit and finalize / hand off low poly version for rigging + game integration