Monday 14 October 2019

Helmeted Character - Low Poly & Unwrapping

On Monday, the second week of the project I started working on the low poly model. For some of the parts I made the low poly directly in Zbrush, as I had multiple subdivisions and the geometry was clean enough, I used Zremesher to get lower poly counts and adjusted the objects in 3dsMax for the final model. I used this method for most of the accessories, like belts, clips, buttons and for the helmet.
I made the topology for the rest of the character in 3DCoat. I wanted to keep the main body as a single mesh, as the character's outfit is quite skintight. I tried to follow the pieces of clothing when making the low poly, and extruded some parts which had more volume and added some rims where parts of her outfit are overlapping so it would look better when baking. I also tried to have a good edge flow, add control loops and pad the joints, so the model would deform well.



Initially, I finished the low poly in about 11k triangles and because there was still more than half of the budget left I went back and added some more loops and details and smoothed out some rough edges. My initial plan was to complete the low poly using about 20k tris and save 5k tris for the hair cards, but the final model model ended up with about 15k triangles because I decided that there was no point adding more and the test bakes were looking alright. 




I worked on the low poly for about 3 days, the next step was to unwrap it. I split the objects over the 2 texture sheets, trying to keep the same type of material on the same texture sheet. Also, I saved a bit of space on one of the sheets for the hair cards and overlapped the islands that would have the same texture. I tried to keep the UV islands relaxed and at the same relative size and pack them as efficiently as I could, but there were still some spaces left. 



This was the work I completed in the first 4 days of the second week of the project. 


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