什么是3D建模中的高多边形和低多边形?-马斯·德纳姆-双语
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发布于 2022-8-11 13:32:02

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The main difference between high and low polygon modeling is exactly what the name implies: whether you use a high number of polygons in your model, or a low number.
高多边形建模和低多边形建模之间的主要区别在于顾名思义:是在模型中使用大量多边形,还是使用少量多边形。
However there are other things to take into consideration when deciding the detail and poly level of each model. Most notably the textures you use in your materials.
但是,在决定每个模型的细节和多边形级别时,还需要考虑其他事项。最值得注意的是您在材质中使用的纹理
This article will go into the differences, the pros, and the cons of each type and why you should decide which technique you wish to use before you start modelling!
本文将介绍每种类型的差异,优点和缺点,以及为什么在开始建模之前应该决定要使用的技术!
Should I Use High or Low Poly?
我应该使用高聚还是低聚?
The answer to this question is highly dependent on how you intend to use your model once it’s done.
这个问题的答案很大程度上取决于你打算如何使用你的模型。
If you are making a model that you intend to use in a game, or render in a real time engine such as Unreal or Unity, then you need to be heavily using low poly modeling.
如果您正在制作打算在游戏中使用的模型,或者在虚幻引擎或Unity等时实引擎中渲染,那么您需要大量使用低多边形建模。
Low poly models tend to use less computational power to render, so they are more suited for these kinds of engines that need to rapidly calculate how your model reacts in the virtual environment.
低多边形模型倾向于使用较少的计算能力来渲染,因此它们更适合需要快速计算模型在虚拟环境中的反应的引擎。
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However if you’re producing a high quality render, maybe for marketing reasons, then you will often use high poly modeling.
但是,如果您正在制作高质量的渲染,也许是出于营销原因,那么您通常会使用高多边形建模。
If you are producing still shots or even a video, the amount of time it takes to render a frame is more or less irrelevant. Because of this you can produce models that are more difficult for your computer to calculate, because the end result does not need to calculate any more once it’s completed.
如果您正在制作静止镜头甚至视频,则渲染帧所需的时间或多或少无关紧要。因此,您可以生成计算机更难计算的模型,因为最终结果一旦完成就不需要再计算了。
Pros & Cons Of Each Style
每种风格的优缺点
The main strength of low poly modeling was briefly touched upon in the last section: ease of use. The lightweight size of these models can make them easier to work with if you’re doing a lot of on-the-fly rendering(common with game development).
This counts for both you and your workstation too. Low poly models can be a lot easier to load, view, and edit on your machine. This also generally leads to quicker render times.
低多边形建模的主要优势在最后一节中简要介绍:易用性。这些模型的轻量级尺寸可以使它们更容易使用,如果你正在做大量的动态渲染(在游戏开发中很常见)。
这对您和您的工作站都很重要。低多边形模型可以更容易地在计算机上加载、查看和编辑。这通常还会导致更快的渲染时间


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These models can also be easier to work on from a modeling perspective as well. It’s generally easier to make edits to a less complicated mesh, compared to a mesh with millions of polygons.
The downside of low polygonal meshes is that it’s difficult to achieve the high level of detail you may want in your finished product. Because you are using fewer polygons, you have less geometry that you can manipulate into certain shapes. This means things like creases on clothes cannot be made in the mesh.
从建模的角度来看,这些模型也更容易处理。与具有数百万个多边形的网格相比,对不太复杂的网格进行编辑通常更容易。
低多边形网格的缺点是很难在成品中实现所需的高水平细节。由于您使用的多边形较少,因此可以操作成某些形状的几何图形较少。这意味着衣服上的折痕之类的东西不能在网格中制造。
However there is a way around this. Using normal maps and height (or displacement) maps can simulate the way light behaves on the object in the render. This can give the illusion of details being on the model directly.
If done correctly, this can look just as good as modeling in detail.
但是,有一种方法可以解决这个问题。使用法线贴图和高度(或置换)贴图可以模拟光线在渲染中对象上的行为方式。这可能会给人一种细节直接在模型上的错觉。
如果操作正确,这看起来与详细建模一样好。
The final thing you need to consider when making a low poly model is the texture you use, such as normal maps, but just as importantly the diffuse maps you use to add color to your finished mesh.
The size and number of images you’re using in your texture maps just add more resources that your PC needs to calculate. And remember, low poly is great specifically because it can be less resource-heavy!
制作低多边形模型时,您需要考虑的最后一件事是您使用的纹理,例如法线贴图,但同样重要的是用于向成品网格添加颜色的漫反射贴图。
你在纹理贴图中使用的图像的大小和数量只会增加电脑需要计算的更多资源。请记住,低聚体特别好,因为它可以减少资源负担!


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For this reason you will rarely want to use images larger than 4096×4096 in your low poly models, and may want to condense multiple maps into a single texture sheet (a single image that contains all of you maps that will fit onto a UV unwrapped model).
因此,您很少希望在低多边形模型中使用大于 4096×4096 的图像,并且可能需要将多个贴图压缩到单个纹理表(包含所有贴图的单个图像,这些贴图将适合 UV 未包装模型)。
This is especially important if you are making a game for a mobile phone, as they have much less computational power compared to consoles or gaming PC rigs.
如果您要为手机制作游戏,这一点尤其重要,因为与游戏机或游戏PC装备相比,它们的计算能力要低得多。
A further benefit of low poly modeling is it helps you practice your optimization skills, so even if you choose to specialize in high poly modeling instead, low-poly techniques can still benefit you throughout your career.
低多边形建模的另一个好处是它可以帮助您练习优化技能,因此即使您选择专注于高多边形建模,低多边形技术仍然可以在整个职业生涯中使您受益。
High poly modeling has its own pros and cons too. And they can be easily summarized as the opposite of low poly models!
高多边形建模也有其自身的优缺点。它们可以很容易地概括为低多边形模型的反面!
You can get far more detail in your base mesh, which can allow for far nicer models in the final render, at the cost of renders taking hours to complete.
您可以在基础网格体中获得更多细节,从而可以在最终渲染中实现更好的模型,但渲染需要花费数小时才能完成。
They can also be harder to work with. If your workstation is using older hardware then working on the model can become a chore. Moving around the viewport becomes a slow process and making edits can take a long time due to the density of the mesh.
它们也可能更难使用。如果您的工作站使用的是较旧的硬件,那么在模型上工作可能会成为一件苦差事。在视口周围移动变得缓慢,并且由于网格的密度,进行编辑可能需要很长时间。
You can also use images at very high resolution. And use as many images as you want for your materials, which can make texturing slightly easier and give higher fidelity results.
您还可以使用非常高分辨率的图像。您可以为材质使用任意数量的图像,这可以使纹理处理稍微容易一些,并提供更高的保真度结果。


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On the whole, it’s a good idea to familiarize yourself with both of these modelling styles as they both have their uses.
总的来说,熟悉这两种建模风格是个好主意,因为它们都有其用途。
Even in the case of low poly modeling, an increasingly popular way to produce them is modeling the low poly base mesh, then making a clone that you add high poly detail onto.
即使在低多边形建模的情况下,一种越来越流行的生成它们的方法是对低多边形基础网格进行建模,然后制作一个克隆,您可以在其中添加高多边形细节。
From there you can use software such as Substance Painter to bake the high poly mesh detail onto the low poly mesh as a normal map. The more you do this, the easier it gets.
从那里,您可以使用诸如Substance Painter之类的软件将高多边形网格细节烘焙到低多边形网格上作为法线贴图。你做得越多,它就越容易。
This gives you a result that is comparable to the high poly model, but with all the benefits of a low poly model! Just note this requires proficiency in both modeling methods, and that’s one big reason why you should consider practicing both.
这为您提供了与高多边形模型相当的结果,但具有低多边形模型的所有优点!请注意,这需要精通这两种建模方法,这也是您应该考虑同时练习这两种方法的一个重要原因。



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