Week 11- Refining the Sculpt
This week was about making as much progress on each character's high poly as I could. I spent many hours just ensuring
I definitely was very happy with the look of the high poly. I felt it was very effective untextured, I just hope I can maintain the look when I texture it.
I also did an initial texture test, just using mudbox's painter tools. This clearly wasn't looking quite right, and I'd have to rethink my texture pipeline. I realised it was important to have my shaders set up, so I could see how it was going to look in engine, as well as being able to visualise what detail was picked up by the shader and what was necessary to draw on.
I definitely was very happy with the look of the high poly. I felt it was very effective untextured, I just hope I can maintain the look when I texture it.
I also did an initial texture test, just using mudbox's painter tools. This clearly wasn't looking quite right, and I'd have to rethink my texture pipeline. I realised it was important to have my shaders set up, so I could see how it was going to look in engine, as well as being able to visualise what detail was picked up by the shader and what was necessary to draw on.
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