For this week, we began retopology on our characters. Because I decided to work on my handpainting skills, my Zbrush high res ended up being straight forward as I did not sculpt any details. I did however take advantage of the polypoint and for better efficiency at laying out the base colors.
In Substance Painter, I have baked the ID maps and curvature maps from the high res as I will be bringing this game res to 3Dcoat to hand paint. To help with that, I laid out a base diffuse to bring over to 3Dcoat.
Wireframe of Game Res |
Iray Renders of first bake and layout of general colors |
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