For the low poly, I already had some of the objects (like belts, buckles) made as low polys from the start so I only needed to adjust them. The other parts I retoped in Maya, I really tried to keep the silhouette of the objects, have clean loops for deformation and keep everything at the same poly density. The only part which is higher in density is the face, as I didn't want to have any sharp edges around there, I also added some more loops on the sleeves of the cloak just to be safe, so it wouldn't clip with the arm.
My texture budget is one 4k sheet for the entire character, so I decided to split it in more 1k sheets for all the different areas like I did with my previous character. I mainly took into consideration the material the objects are going to be made of when splitting those, this way it would be easier to set up the properties for each material in engine. The only issue that I have with this method is that there is quite a bit of empty space on some of the sheets, but overall I can get more details in than if I had grouped them all together. I ended up with 9 texture sheets and I will need to add 2 more, one for the hair and one for the eyes.
After I've finished those, I baked the normal, normal obj, thickness, curvature and ao maps in Marmoset Toolbag. This was quite straight forward and I didn't get any big errors which I couldn't fix directly in Marmoset.
I'm happy that now I can finally begin working on the textures since this is going to be a big part of the character and that I managed to save some time and catch up on my schedule.
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