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.
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.
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.
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