Low Polygons

Optimizing Low Polygons (Low Poly) by adding details only where necessary. Add polygons only to important areas, while simplifying or removing unnecessary parts.

  1. Prepare High Poly Model

Prepare the high-polygon model intended for baking. This model has richer details and a more intricate shape.

  1. Prepare Low Poly Model

Prepare the low-polygon model where the baking result will be applied. This model has a simpler and geometrically optimized structure.

  1. UV Unwrapping

Perform UV unwrapping on the low-polygon model. This process is necessary to correctly map textures onto the model.

  1. Baking

Perform baking to transfer the details of the high-polygon model to the low-polygon model. This process is mainly used to generate textures, normal maps, ambient occlusion maps, etc.

  1. Apply Texture

Apply the baked results to the low-polygon model to convey the details. This way, the low-polygon and high-polygon can have similar details.

Tips: Low poly modeling and baking are particularly important techniques in game development and real-time simulation. It's essential to practice and become familiar with these for efficient work.

Examples: the shape of the correctly worked wireframe.

For Altava, the priority is to preserve the shape of the optimized 3D model during conversion, limiting it to 20,000 Triangles per attire asset.

For Roblox, the limit is 4,000 Triangles, and any excess polygons will be automatically optimized. This can result in some deformation of the wireframe and may make it difficult to preserve certain shapes. Therefore, for conversion, it's recommended to keep the polygon count below 4,000.

For buttons, belts, and accessories, exceeding 4,000 polygons may result in mesh loss due to automatic optimization. It's advised to create a single low-poly mesh. It is recommended to create a single low-poly mesh.

Work while referencing the indicated important joint areas and the overall flow of the base model.

In areas expected to move a lot, such as shoulders, elbows, knees, and pelvis, more geometric details are needed so that the mesh can bend naturally.

Typically, produces the three edge loops around the bone, providing both bendability and excellent performance for in-app items.

When creating attire that fits an avatar, the parts corresponding to the avatar's joints should be constructed with similar seams.

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