Topology
16.7k Tris
As we discussed in class last week, using decimation for a quick high-to-low is not always the solution. I decided to redo my retopology from the ground up, ensuring that I kept shape silhouette without compromising on tri count. I was still within my total tri-count goal.
UV Map
4096 x 4096
Previously I was using two material sets for the chest, but as we discussed, this is generally not good practice as artists are only allowed one material at most for sake of optimization and performance. I packed my shells pretty tightly, allowing for plenty of detail without exceeding the single UV set.
Sculpt
I am very proud of this sculpt, as much of my time was spent understanding the shape language and visual motifs seen in Wayfinder. While it may not be a perfect one-to-one, I feel that I largely captured the forms of the original prop.
Bake
I ensured to keep most parts separated to make baking a much smoother process. I am happy with how it turned out, with little to no anti-aliasing or artifacting. I do feel that my ambient occlusion could have been pushed further, however.

HQ Render
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