09: High poly modelling

I used 2 different ways to create higher and more detailed versions of different assets. 

Floating meshes.

I duplicated the low poly version and continued to add more details and other assets. In the case of the generator i added floaters, which are assets that will be part of the high poly version and baked onto the low poly version. 

I assigned a colour to each asset, later on i will be able to select and texture each specific colour individually.



Zbrush

I created wood planks that will add as barriers for the windows. 

I first created a regular plank with enough subdivisions which i then imported into zbrush.


In Zbrush i added as much detail as i wanted, making it look like used wood. Keeping in mind that this is not going to be very close to the camera so i dont have to spend too much time on micro details.

When i finished adding details, i duplicated the mesh and hid it.
Using the decimation master i was able to reduce the poly count to an amount that allowed me to maintain as much detail as possible. 

The other copy, i decimated and zremeshed it to have low poly count and good edge flow as well. Making sure it has enough geometry to still keep the silhouette, this is important for baking purposes. 

Once i had a low and a high i imported both into Maya.

Here i reduced the polycount a little more, still making sure it held the silhouette and i didnt get any bad artefacts and edges.

I also mapped the uvs so it is ready for texturing and baking.

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