29/11/20 - Week 8
To move on with my project I have finally created some high poly models. I didn't struggle with the creation of these since I basically just turbosmoothed most things by changing the shape of some of the block out models. I have also created a plane for the sand in my scene, and one for the dirt. I think this will make it much easier when it comes to texturing.
I tested putting some of these things into substance designer but I think I misunderstood how much the use of this method could do. I sort of thought it could make a model look more complex and smooth low poly models out. I am not too sure why I thought this, but I understand that its now a way of just adding details. This was a bit disastrous as most of my models don't really need too much detail like this as texturing in substance painter and designer can create the textural look I want. As for high poly I will bake, it is looking like it will only be the tile, bin and table that will have modelled normals on them. Hopefully, this will still be able to demonstrate that I understand the use of the low to high poly workflow, even if only a couple of my assets use it.
I think the quality of these models are fine, since they're very basic it was not too much of an issue. I do think using reference from the beginning could have made this much easier, as I trusted myself at first only to find out what I had created didn't really look too much like what I was trying to create. Now, hopefully the models look much more realistic and detailed.
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