Making the low poly is nothing too special I collapse, merge, and delete all the unnecessary edges from a smoothed mesh. If you align it closer to the surface, you can trick the bake into thinking it is a part of the high-poly model, an excellent and quick way to create details, avoid topology issues, and save time. I usually use Sub-D with this kind of hard surface I add support edges and try to make it look nice and smooth, keep my topology clean with quad and proper flow guarantees me to be far away from artifacts and helps me in the following stages, sometimes on flat surfaces I use N-gons, and triangles are welcome.īesides, I use floating mesh, a geometry that sits right above the surface of a high-poly. Then, I try to have all the primes shapes there and achieve the silhouette that works for me.Īfter the blockout, I started modeling the high poly. My modeling projects always start with blockout, just simple meshes.
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