Wednesday, 29 April 2015

Low Poly

As most games and software nowadays can handle the polycount up to very high levels it is no longer a topic discussed as much in the pipeline. Usually when people try to bake a normal map they get errors in it because of there unclean UV maps or because they don't have enough geometry to be projected onto in the first place. I like to keep in mind not go too low because I know I can delete out extra edge loops in the future.     









Wireframe

Low Poly (left) 



















To create most of my low poly assets, I have found a fast workflow using the ZRemesher tool in Zbrush. Zremesher allows you to generate an accurate retopolized mesh. From there you can adjust the topology in 3ds Max or Maya. Once the retopolized version has been made you can then transfer the high poly details onto it using the project tool.





Newly Projected mesh 

Once the projection has been made it was time to UV. Uv mapping in zbrush has become easy through the use of UV master. This tool automatically unwraps your object the best it can. Like the Zremesher tool, you shouldnt fully rely on the tool as some manual adjustments will have to be made afterwards.



Enabling control painting allows me to paint the areas which need to be protected from seams


Unwrapped result. 
   

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