High Res­o­lu­tion: fi­nal­is­ing the model

ImagineFX - - In Depth Game Asset -

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

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