The retopology was done in Zbrush and 3ds Max. I started out in Zbrush using Zspheres, and I tried to do nearly everything there, since I've had a lot of troubles lately using the conform brush in 3ds Max. When I finished doing the base topology, I imported everything in Max, mirrored and adjusted each and every bit. The poly count was 52k triangles.
When everything was done, I started unwrapping, focusing on straight edges with as little deformation as possible. I divided the objects onto texture sheets as following: skin (2k), eyes (512), leather and metal with no transparecnty (2k) and textures that require transparency (cloth, chainmail, 2k)
Retopologizing and UV mapping took me around one week.
By the time I started baking and texturing, my university had closed due to the virus pandemic. Ever since, I've been working a lot slower. My PC handles all the programs I use quite decently and although I know I might face some issues when setting up my UE scenes, everything is good for now.
My first attempt at baking the textures came out with a few errors. Luckily for me, they had an easy fix and all I needed to do was to adjust the pants and give the belt buckle more topology.
Still, I couldn't make the vertex colour work for all the objects. Some of them, the ones that required transparency and had no underlaying geometry didn't bake correctly. For example, I gave the high poly chainmail a blue vertex colour - the colour didn't draw a shape on the low poly plane underneath as expected. Instead, the whole plane was blue. Duplicating the low poly and attaching the copy to the high poly geometry seemed to fix the issue, but there was still some deformation left on the chaimail. Instead, I decided to use the Substance painter Chainmail material and tweak it a bit.
When everything was done, I started unwrapping, focusing on straight edges with as little deformation as possible. I divided the objects onto texture sheets as following: skin (2k), eyes (512), leather and metal with no transparecnty (2k) and textures that require transparency (cloth, chainmail, 2k)
Retopologizing and UV mapping took me around one week.
By the time I started baking and texturing, my university had closed due to the virus pandemic. Ever since, I've been working a lot slower. My PC handles all the programs I use quite decently and although I know I might face some issues when setting up my UE scenes, everything is good for now.
My first attempt at baking the textures came out with a few errors. Luckily for me, they had an easy fix and all I needed to do was to adjust the pants and give the belt buckle more topology.
Still, I couldn't make the vertex colour work for all the objects. Some of them, the ones that required transparency and had no underlaying geometry didn't bake correctly. For example, I gave the high poly chainmail a blue vertex colour - the colour didn't draw a shape on the low poly plane underneath as expected. Instead, the whole plane was blue. Duplicating the low poly and attaching the copy to the high poly geometry seemed to fix the issue, but there was still some deformation left on the chaimail. Instead, I decided to use the Substance painter Chainmail material and tweak it a bit.
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