ImagineFX

High Resolution: finalising the model

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Once the sculpt is finished, I use a process in ZBrush called decimation to reduce the density of the high-resolution meshes without compromisi­ng quality. This will make retopology much smoother because 3ds Max has trouble handling high-density meshes. I then start merging geometry and assigning flat colours to components, based on what I want the final material to be when I start texturing.

 ??  ?? 3.5 million triangles 150,000 triangles
3.5 million triangles 150,000 triangles

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