Sunday, 2 February 2020

FMP Biker-Low Poly

I started working on the low poly on Wednesday, the third week, fortunately, I didn't have many objects to retop from scratch as most of my objects had really low subdivision levels in Zbrush and clean topology, so I only had small fixes to do. In Maya, I retoped the body, shirt, pants, cloths and vest, as I wanted to make sure they have nice topology and loops and it was easier redoing them completely than fixing the Zbrush topology. Everything else, I adjusted in 3ds Max from the lowest subdivision level. I didn't have much problem with this, probably the most challenging objects to do were the scarf and the vest. For the vest, I retoped only the inner part of it and then added a shell modifier with the right thickness which saved me quite a lot of time, instead of manually retoping both parts, and for the scarf, I went back to Marvelous Designer, changed to geometry to quads and fixed that model, which was only deleting loops and fixing edges, as MD generated some quite good loops and topology, but it was much higher than what I need so I had to change that.
For the objects which were repeated in many places, I just made one of them with proper topology and then duplicated that, as I wanted to keep the UVs the same for them as well, so I would save some texture space and could make their UVs a bit larger so I can add details (most of these objects are really small, like buttons, spikes).
As my character budget is 70k tris, I was thinking of having the body at around 60k tris so I would have 10k left for the hair, but in the end, the body tri count turned out at around 52k tris, because I deleted some small repeated objects (like bolts) where they didn't affect the silhouette and I will add them in Substance Painter. Overall, I tried keeping the same polys density so I didn't feel the need to add more to meet the 60k tris budget, as everything turned out quite even as it is.




I managed to finish the low poly by Tuesday, fourth week, which was quite nice as I had a bit more time now (1 day) to do the UVs, packing and bakes so I could start the textures the following week. 

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