Topology and XNormals

This post covers two subjects,

  • Mesh Topology, so that creating high poly models is easier.
  • Use of XNormal to Bake Texture Maps

Topology For Static Objects.

Although there is no set rules for creating topology, in certain situations one topology may perform ‘better’ than another topology on the same model. For instance in game engines low polygon count models are preferred over high poly models, because the game engines renders must render so many frames in such a short space of time.

However, topology should not just be used to control polygon count of a model. But can also be used to make work flow easier. For instance Autodesk’s Maya has a number of tools which are designed to help create high polygon models more efficiently, however they do require a certain type of topology to work correctly.

This images below explain this further(click images to enlarge).

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