The online working journal of Liz Hall, artist, 3D modeller and gaming enthusiast.
Tuesday, 31 January 2012
The block
Last year I never quite got the hang of projection mapping in 3DSMax, instead preferring other methods of normal map generating. With this block, I took the opportunity to rectify this a little. I built the low poly version first, unwrapped it, cloned it and split it into component parts, then cloned the parts and built them into high poly versions, adding structural detail and them putting them through Zbrush to add extra details. The method works pretty well, although it does carry the risk of me crashing my computer when reimporting the high-poly versions into Max ready for mapping. Looking at other reccomended workflows it seems I may have been working backwards slightly by building the low poly first - but then again, it made my unwrapping job very easy and it meant the low-poly model was optimised from the get-go. Swings and roundabouts I suppose, but I'd love to know what other modellers prefer as a workflow. Sculpt -> high poly -> low poly, high-poly -> sculpt -> low poly, or the way I made this?
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