It'll be much easier to have a clean symmetrical sculpt to retopo and bake, and modify the final textured lowpoly mesh to be bent, crooked and unsymmetrical.Trine style assets should be crooked and not exactly symmetrical, but keep the sculpt version symmetrical if possible, so that the retopo is easy to do.Big dents and other details will repeat if you are not careful!.Leep in mind the possible mirroring and tiling of the UVs.Once the asset is otherwise finished, it is usually a good idea to add a layer of damage and scratches etc.If some of the detail work is smaller than one pixel on the screen, it's be unreadable and might flicker.Keep checking the asset from the distance in which it's probably seen in the game, to make sure the detail level is not too dense and the silhouette is readable.If your model (or set of models) consists of several pieces, make all of them as a rough low res version first, NOT one piece at a time from start to finish.Keep the big picture in mind at all times!.Show this version to the AD before adding more subdivisions and details, as it's easier to make possibly required changes at this point rather than later.Keep the resolution of the mesh as low as possible at first, until the general shape is established.For reference, the characters in the Trineverse games are 2m tall.Make sure you have everything in the correct scale from the very beginning - it helps to have a character model from the game you are working on as a subtool in your scene.You can also recycle models you have done before to speed up the process.Prepare a base mesh in Modo OR start with a primitive shape in ZBrush.The highpoly mesh is never used in the game as is, but its information will be baked onto the game-friendly lowpoly mesh.ZBrush, which can then be used as a reference model for the lowpoly mesh Sculpting means creating a highpoly mesh in e.g.4.2 Plugins, Custom Brushes, Custom Materials, Custom Alphas.2.3.1 Zbrush Tutorial: Panel Loops Ornament Technique.
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