A rather non-exciting week for my FMP- I mainly handled retopology and unwrapping so there’s nothing too interesting to talk about.
I’d pre-emptively made some
portions of my model low-poly so the retopology stage mainly concerned the
head, torso and hair. I also wasn’t too stilted on making sure everything was
extremely low poly so I allowed myself to be generous with tris in areas. I was
quite careful with retopologizing though to keep in mind what kind of rig I
wanted to give the final model so I could add or remove geometry accordingly.
I did all my retopology in 3DCoat and then imported the pieces into 3DS Max where I just made sure everything was aligned correctly since I would be baking an AO map and also some opacity. Unwrapping was a straightforward process, but considering the skirt and veil were going to have an alpha channel I had to separate them onto a different map from the remainder of the model.
The unwraps I ended up having were:
> One 1024 x 1024 for the
weapon + scroll
> One 1024 x 1024 for the skirt
+ veil
> One 1024 x 2048 for the main
body
I chose to have the main body UVs
as a 1024 x 2048 for the sake of having a better, uniform texel density. Since
I’m doing this in a hand painted style (meaning diffuse only) I want the
painting to be evenly detailed without looking pixelated in certain areas.
There are lots of small parts to the High Priestess what with her jewellery and
chains, so I felt have a 1:2 ratio map would end up working better than making everything
fit on a 1:1 map. Also all the textures equate to a 2K resolution. I’ll most
likely paint the textures at a 4K resolution though for quality and then scale
it down.
This week however, I was ahead of
schedule. On my gantt chart I’d planned to have the retopo and unwraps done by
the end of the week but I’d ended up having them done by the middle of the week
(roughly) so I went ahead and did the AO baking and then laid down some flat
colours.
I did my baking in Marmoset which
was very simple, no problems with that, and then I took the textures into
Photoshop where I arranged things accordingly and picked out my base colours. I
did this only for the main model for now, the weapon and scroll I’ll come back
to.
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