normal map + uv preview |
I finished the retopology and the UV's. I'm just currently moving shells into the 1-1 space rather than using separate UV sets as I'm not entirely confident with what programs support them. i decided i'll be using dDo for texturing as it's basically a built in bridge with Photoshop and works seamlessly. I'm baking normals and AO maps right now. Going to bake & work at 4k then scale down to 2k in final.
The model is overall 80k tris. (including holsters + guns) I worked to FFXV's polygon count of around 100k polys per character + 20k allocated to the hair alone.
Hair makes up about 19k on mine.
The two suit parts, armbands, glove, and bow part are one combined mesh, and combining the fancy raised part with the vertical striped underlayer was probably the most challenging thing to do and was laborious to say the least. As I worked on it I began to think that it's probably conclusive of not much thought on my part going into the design process. If this was a lower poly character I would not have been able to get this same raised effect in the silhouette. (One that is minimal at best regardless, and especially from far away) Learning experience ! Furthermore I was worried about baking a normal map, but I tried especially hard to respect smoothing groups. The edges of the model where the objects usually break up have hard edges and are separate UV islands. Thus I am having no problems with baking. (when using cages properly, that is)
example, low poly left baked normals on right (not final bake version) |
The details baked really well, looks awesome!
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