BA3a Week 3 Review
I started importing my meshes and textures created thus far into UE4 to practice using the foliage and environment deformation tools.



I've been set the task of modelling one (or more) of a selection of antique objects sourced by my tutor. I chose to model this corkscrew as I thought it would have the least impact on my main project; and it would be useful to learn how to taper a helix to a point quickly.
I modelled a basic mesh in the style of one of the moulds from my moodboard. I then attacked this in Zbrush and returned it to maya for retopologising using the quad draw tool.
I textured and rendered this retopologised mesh in Substance Painter.
I've been set the task of modelling one (or more) of a selection of antique objects sourced by my tutor. I chose to model this corkscrew as I thought it would have the least impact on my main project; and it would be useful to learn how to taper a helix to a point quickly.
Having initially misunderstood and thought my mesh had a vert limit of 5000 I thought I was finished. I've only now realised that I will need to reduce the tri count by about 2600 for submission.![]() |
I wish I had noticed this BEFORE I textured it...
Hopefully I'll be able to reduce the tri count without impacting my UVs because this is one of my tidiest jobs to DATE.
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