I don't work in the game industry but decimates hurt me a good retopology for a gun doesn't take a lot of time and you can modify it easely after if you need to. Buyers will always be happy to have a good topology.
I just finished converting high poly pistol into low poly. I work in blender 2.91. That Idea is still a bit confusing to me, and I am not sure If I do it in the right way.
I made high poly part, then I duplicated it and I started getting rid of unnecessary topology.
Then I picked decimate modifier (collapse), and I increased the ratio as much as I could without deforming topology.
Also another thing I am not sure about is if my modifiers are in the good order. My stack:
-bevel
-subdivision
-decimate
-weighted normal
After all those things, my mesh still have 28000 faces. What did I do wrong?
P.S. When I check other similar models on CGtrader, I notice that those models have far less faces, so what is the catch?
UPDATE:
I am currently working on the high poly pistol . The problem is that the whole mesh have too many faces, so I have to make low poly version suitable for video game engines. Right?
When I use decimate modifier, edges start deforming and shading becomes bad. So the only way to fix this is by retopologizing?
For some reason I can't upload images. Sorry.
I don't work in the game industry but decimates hurt me a good retopology for a gun doesn't take a lot of time and you can modify it easely after if you need to. Buyers will always be happy to have a good topology.
Hi! I am making game ready models since years, so I have some experience. You can't automatize your lowpoly workflow with modifiers. Most of the cases I modelling the low and the high poly at the same time part after part, and after all the part are finished I start merging them together. When I created my Old home computer, the first part what I make is the keyboard, first I made a high poly version with separated keys, and after that I made a very very lowpoly version of them. But watch my home computers last two pic: https://www.cgtrader.com/3d-models/electronics/computer/old-home-computer-microcomputer
and you will understand the logic. If you saw the pic you can understand there are only a few polygons for many many keys, and the details come from the normal map. Sorry for my English!
If I may ask why you are converting high poly model to a low poly one? What is main the main goal? Screenshot will be more helpful.
Also try to avoid custom normals, I got a lot of headache with customers because not every software calculate those on import as it should.
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