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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