Over the weekend I got Xiahou Ba's final 'in-game' mesh finished. This mesh see as significant reduction in poly-count, while retaining as much silhouette detail as possible. The mesh itself still has a few areas that could do with some correcting and/or cleaning up, but I will look into these individually as and when I find problems with projecting the high resolution detail down to them in ZBrush next. The next step however, is to UV unwrap this mesh properly.
Here you can see that really not much detail is lost on the final mesh, but note that it contains no subdivision border creases nor any internal detail such as pockets and the highly detailed shoes to stand up to the sculpting process better in ZBrush.
In the coming days, re-targeting the subdivisions from the base-mesh to the final mesh could be a messy process; I'm not entirely sure how the final mesh will react with no border edges. I may have to add creases in ZBrush to uphold the shapes, but these must be removed in again for the final mesh.
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