Now that I had a super high
reference mesh I was able to start creating my high poly version suitable for
games. I began exporting the reference of each individual piece to start
creating a new and reduced mesh.
I bought topogun to help as it
seemed like a very reliable package to create low poly version of the high
reference. Trying to create new topology was very time consuming as I was only
new to this program and had to learn all the different functionality. So with a
lot of crashes and trial and error with some frustration I was able to start
creating a lower mesh.
So far working in a pipeline
method, here is how I have broken it down;
-Creating super high model in z brush
and Maya
-prepare model for export
-ret apologize in topogun
I hope by following this structured
pipeline il be able to have my high poly character made.
So once I had finished ret
apologizing each piece I would import into Maya to see what my poly count was
and from here I would try to add or take away unneeded lines or face that would
not be seen.
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