10: Optimizing & UVing
Optimization
Here, i reduced the low polygon props even more, creating triangles where possible to reduce the number of vertices.
In the image, on the left you can see a more optimized version of the generator and on the right a higher detailed with the floatters.
In the case of the wood plank, once i had a low and a high poly version in Zbrush, i imported the lower version 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 could have optimized it more, reducing the center edges and leaving the ones that held the rounded areas.
I placed the seams in areas where they wouldnt be as visible and hard areas like edges.
I also made sure some of the uv islands were as straight as possible to make it easy when texturing.
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