3D World

16 optimise The Model

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I use a diffuse map and send my decimated model from Zbrush to Keyshot with the large detail forms such as skin folds, wrinkles and skin pores. When I begin texturing I think about my diffuse map, bump/normal map and specular map, and how they interact and affect each other. I decide to make more solid and clean cartoon textures, not realistic ones. My final model (with accessorie­s) is reduced from 53 million to 3.5 million polygons. This way I can work in Keyshot with interactiv­e lighting, HDRI, texture maps and shaders.

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