
I tried upscaling the bake texture to 4k.upscaled my leave image to 2k.but after baking it's still very much pixelated. Like you wouldn't even recognize it's a leave. Then I got the idea to just use planes and bake the leaves to planes.īut this is the problem when I bake the leaves onto the plane, the result is very pixelated.
As long it's around1LI then it's OK right? I did the rand position on surface in blender with geometry nodes. Polycounts in millions.I'm currently trying to make autumn leaves that are on top of my mesh.
for highly you want the polygons small enough that the surface detail will be well defined, this is usually smaller than screen pixel size or even smaller than that.
Depends on the object size, hardware, if it is in the background or not, etc.
around 10k for character or more for next-gen. For game models, this is usually from 1024x1024 to 4096x4096 or more for next-gen. Or how the target hardware GPU memory lets you use it. for textures on low poly you want them 2x larger than a texture that has the same size pixels on a model as the pixels on the screen. The appropriate level of detail depends on how small the object will be on screen - basically how many pixels it will cover on screen: That means that for mobile phones this is different than for workstations. What is considered low-poly and high-poly changes with time and computer power, it's safe to say that low-poly is everything that can be displayed on target hardware in real-time. The details from high-poly can be baked into texture maps. You convert high-poly to low-poly through retopology, or decimation. You convert low-poly to high-poly through sculpting, or Catmull-Clark subdivision. That's why you see so much about low-poly - with knowledge about low-poly topology the high-poly comes along. The problem with low-poly is topology, which has to follow some rules, so the shading looks right, the subdivision surfaces are right or the sculpts will be right. low-polygon proxy geometries of high-poly ones - for rigging and animating. generated by some simulation, 3D scanning, etc. through control low-poly cages (subdivision surfaces). The problem is how you control such an enormous amount of vertices: Highpoly is important to achieve superb surface detail.