This week we add additional high poly details and map more standardized UVs to our previous cannon asset.
We start with the game poly model we ended with last week.
Using a mixture of planar and cylindrical mappings, we start to layout and scale our UV faces.
After breaking the model down in a manner that allows our seams to hide on the underside of the model, and make cohesive sense UV work space, I scaled the pieces to form a consistent pixel resolution throughout the model.
After our UVs were created, we worked on our soft poly mesh model, and added geometry on our corners to allow the cannon to maintain its core shape.
Once satisfied with the high poly mesh, I converted the soft poly model to actual geometry and exported the cannon out as a .obj file.
Opening my export in Zbrush, I began working on adding finer details to the mesh.
I wanted my cannon to look like it had been through countless battles and had earned every crack and scar across its surface. I scuffed the edges, rusted down metal, and added large cracks running throughout the model.
Once my additional details were completed, I decimated the model down to roughly 2 million polygons in Zbrush and ended with a visible map of the additional geometry.
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