Final:
This week’s main task is to learn how to create a game-resolution model. Because of performance constraints, games usually don’t use high-poly models directly; instead, we bake high-poly detail onto a low-poly mesh to optimize performance. In Maya, we can retopologize the model using the Quad Draw tool. After retopo, we unwrap the UVs, then in Substance Painter bake the high-poly data onto the low-poly. Since bakes can introduce artifacts, I manually fixed the normal-map errors in Substance Painter.
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