With the high resolution model almost done it was time to turn to the real time version. For this I exported the proxy model, (lower resolution version of the Silo model) which gave me the perfect foundations to begin working on.
Some elements however were too low poly to work directly upon, so I added a single smooth to these before export.
Now came the fun part. Time to reduce this base model to my goal count of around 10,ooo polys. Once I was close to this I then needed to check the topology, this is an important step to make absolutely sure the model is spot on before you make the final adjustments and move onto the UV`s.
Applying a quick automatic UV set gave me a great starting point. Now, with a preview normal map generated I could quickly see the problem areas, places along seams or around detail areas which had been optimized before, meaning the normal map looked distorted. Adding back in a few polys now meant I could fix these areas now before I spend time on the final UV set.
Below is a quick grab showing the game model, and the same one with the temperary normal maps applied. She still needs work though