Monday, October 7, 2019

Cannon Retopology for Substance Preparation

For this assignment, we took the high-res cannon that we sculpted in Zbrush and made new topology for any parts that had silhouette changes. I exported a High-Res and Low-Res (Decimated) version of my cannon from Zbrush and put them into a Maya file with my old cannon that I had made and upped the resolution on, but had not yet smoothed, to compare the shapes.

Decimated Zbrush import(left), original Low-Res Maya mesh(center), and High-Res sculpted cannon(right), with and without the wireframes.

These were the meshes I retopologized from the previous, decimated cannon, before placing them on the original for UVing.
Once everything was in its place and had some UVs straightened out, I went through the mesh to delete some faces that arent seen by the viewer, as well as deleting some extra edge loops that didn't make major silhouette changes when removed, to keep the tri-count under 10,000.


This was the final UV set I had to work with once everything was in its place and had been cleaned up:

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