High and Low Polygon Workflow

The high to low poly workflow enables the creation of high detail assets with a low poly/subdivision count which is required within games and the framework, the lower poly rendering the higher frame rate.

In order to conquer this, a high to low poly workflow is used. This is where a low poly asset is generated in Maya and then imported into Mudbox to which more detail and subdivisions can be added, providing a high poly asset, this will then be baked onto a normal map (an implementation of bump mapping which is a technique used for ‘faking’ bumps and dents using reflective texturing: without using/adding extra polygons.) The creation of a normal map thus meaning the subdivision level can be lowered again therefore creating a high definition – low poly model. For example, take this industry example:

High to low poly work flow

This workflow can be illustrated during the ‘Tentacle Project’ (https://nikkimundyanimation2.wordpress.com/project-introduction/)