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 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.

Comments

Popular Posts