Following the same process on
creating the high poly I first unwrapped the model hoping to give the
appropriate uv space again I think if I had made a better model for the helmet I
would not be faced with cramping uvs into an acceptable space.
From here I exported the finished
uvd obj’s into topogun were I extracted the maps with my new topology. just like I did with the high poly version.
as I am working through this I can see this pipeline being really effective and can be applied to all high and low poly models.
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