This week I had to go back to my high-res to round out edges in ZBrush. By using polygroups I creased edges based on normals then subdivided, dynameshed, and polished.
I didn't get to accomplish everything I wanted such as the Nerf Logos, using booleans to get screws, and detailing along the sides for the high-res. I also went back to do my UVs by hand. Unfortunately, I ran out of time to lay them out properly.
Then I did the materials and textures in Substance Painter. I found out that I should've used polygroups to assign IDs to my materials. I used the low poly to ID which resulted with scuffed bakes.
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