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Showing posts from October, 2019

Week 4 & 5

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_______________________________________________________________________________________________________________________ Redoing Stuff After some feedback from my tutor, pointing out some problems that could be fixed and made, more accurate to the reference, I decided I would go back and do them. That involved completely redoing all of my cushions. I was originally going to only redo the bottom cushion you sit on, as I wanted to get more of a curve at the front and some of the shapes better, but I  decided to redo all of them, and try to improve the high poly model in it's entirety. _______________________________________________________________________________________________________________________ Retopology Because I have remodeled my high poly, I also needed to retopologize the cushions again, which I had already done before, and is a very tedious process, getting the shapes of the bumps and trying to keep the topology consistent. This took quite a few hours to...

Week 3

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Quad Drawing Now that I have finished my highpoly to 99% as there is always some changes that will probably be made soon in the future, I can start modelling the low poly. For this I just exported my ZBrush high poly back in Maya after decimating the mesh. The only parts I had to quad draw was the leather cushions and the sculpted front legs. The rest of the chair already had a low poly from the first stage of the modelling process. While Quad drawing my cushions, I kept it quite high poly and dense in the cushion-y areas, as I want the normals to bake better and to be able to see the indents from the side of the chair. The entire poly count of the chair is 20,034 tris. This is quite a lot, but with the use of LODs in Unreal, I reckon it is well worth it to capture what I deem, necessary detail while you're close to the chair. _______________________________________________________________________________________________________________________ UV Maps Afte...