Tuesday 13 January 2015

Hard surface modelling and high poly meshes to make UV baking maps

Today in our session with George, we experimented with hard surface modelling and using very high poly models to make the detail onto a low poly "game ready" asset.

I made a few assets with this method, and learned about support loops (Using the edge loop tool in Maya on tight edges to create a very tight yet smooth mesh once the asset is smoothed). Once i make a very high poly asset, i can bake the assets UV onto the low poly asset with a special piece of software.

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