Once I had remade every piece I was
still way over the poly limit, so I started to delete edges,vertices and some faces that
would not be seen to reduce poly count. There was also times were I had to go back and redo the
tapoloogy in topogun. At this point I felt quite lost and frustrated with the
process and started to doubt what I was doing. So I looked at other modelling
tutorials provided on digital tutors. It seemed that the pipeline was to use
topogun to ret apologize the mesh.
With much frustration I continued
to finish of my high poly model even though I knew there was a flaw somewhere
in my modelling process. The flaw was probably trying to get every detail
possible were as topogun you make a blocked out shape of the model to extract
the detail which later found out and finally was able to reduce the poly count. This was difficult to produce because of the way I had made my model.
total poly count of 9728 tris
Here
is my completed topology of my high poly character. I'm quite pleased that I managed
to reduce the poly count as it’s something I was struggling with. My main concern
now is the helmet. It was really frustrating to create. This is my own fault as
I modelled it not being aware how difficult it would be to recreate if I could
go back and change something it would be to remake the helmet and make it a lot
easier to model I also had similar problems with the belt.
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