Sunday 16 November 2014

Xiahou Ba Game-Ready Mesh Projection

After some of the previous disasters regarding re-projecting the high resolution details down to the 'game-ready' mesh, I decided to roll back a step, fix up the mesh a lot more, as well as splitting it up more appropriately, and completely UVing the model properly. The resulting model in Maya looks far better now, also cleaning up his hair and making sure it won't have hard jagged edges on the final model. His eyes have been properly constructed now, with a reflection layer over the eye balls themselves.

Unlike my previous 'Jo White' project, the shadows will be painted directly into the eye ball textures themselves (if required at all), instead of using an overlaying mesh to control this. Or at least this is my thinking at this stage of development. I may find through trial and error that the way I did it before is still a better way in general.

This is Xiahou Ba brought back into ZBrush as all of his separate meshes. The blue parts signify the areas that will not have anything baked out for them, and should be left alone. They are there simply to 'fill in the blanks' for reference purposes.



Note: Just randomly noting here, previous post had image enlargement LightBox functionality broken which was annoying enough, and now this image I just posted here keeps uploading with a horrid red tint to what should be neutral grey... no idea what's going on now. Oh well.

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