Wednesday 18 December 2013

retopologized version of a high resolution mesh

From all of my research I have discovered that there are a lot of different names and methods of doing what I want to do for my final project (Hence the title of this post).

I have also found that there are a lot of different names for the same thing but here is, just to clarify in the simplest terms possible, what I will be doing over the next few months:

Firstly I will be/am experimenting with 3ds Max and Mudbox to find which techniques best suit me and to learn how to use Mudbox correctly as well as learning new techniques within the Mudbox software as well.

Once I have decided on my technique that I wish to model my suit with, I will then start modelling it. I have decided that I am going to model different segments of the suit separately, which will help me greatly with the normal mapping and UVW Unwrapping process as well as giving me options on what part I can work on encase I get stuck on a certain part of the geometry for example, and I can then carry on modelling on other sections.

After this, when my low poly model is complete in Max, I will Unwrap the UVW's of the model ready for Mapping. Then, once the unwrap is complete I will export the model into Mudbox and add further, high quality details to it, damage, scuffs, edges etc.

Then I will move back into Max and Bake the High Poly UV's from Mudbox onto the Low Poly model from 3ds Max using Normal Maps to give the illusion of a higher quality model, thus adhering to industry practises when modelling in game characters and speeding up rendering time.

Lastly, while I am modelling if I encounter a problem or start to have great difficulty with completing the full suit I may decide, as a last resort, to change my model from a full suit to a Bust of the suit if my time frame starts to rapidly deplete. As I say this is a last resort and want to complete the full suit as it will be a very challenging and rewarding model for me to complete.





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