I had intended to get this update posted by yesterday, but extenuating circumstances prevented me from getting the final model just right and collecting the images. Fortunately, I'm operating on more of a general time scale than hard and fast deadlines, but even then, I don't plan on making this a habit. Now, with that out of the way, I can happily say that I met the expectations I set last week - all of the models are now clean, complete, and have good game resolution geometry. I succeeded at making these models nice and efficient, too - the biggest, heaviest models (the hanging fishing lure and the television) still don't break the 6K triangles mark, and most of the other models are hovering at or below 3K triangles. So, very easy on the processor. Some of these models (the interior door, the porthole window, and the television) have offscreen high resolution models, for normal baking during the texturing process. In any case, here they all are:
So, with the new models presented, the question becomes - what next? Well, now that I have my game res geometry, it's time to move on to the texturing - each one of these needs a texture to help them match the unique, stylized appearance of the original cartoon. I'll be doing that in Substance Painter. Besides the aforementioned high resolution models I already have, I also want to go into ZBrush to create some high-res versions of the hanging fishing lures and the end table - they have a little bit more intricate detail that I couldn't quite get right using Maya's tools, so I'm going to get that detail in there with a normal bake. Besides that, I also still need to go ahead and make the tiling textures for the floor, ceiling, and walls, which I'll be sculpting in ZBrush and translating to textures in Substance Painter. After that's all done, I'll need to set up a final lighting and display of all the stuff in Unreal. So, still a ways to go, but, for now, my focus is on texturing.
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