People that liked my work on highpoly rim models I have done before, knew I would already make them high poly, but never actually baked them out.
This was my experiment precisely for that. lol
This is what I came up with entirely in 3-4 hours.
That includes:
- Modeling a highpoly model
- Creating a decent optimized lowpoly model from that highpoly model
- Baking the highpoly model's normals to the lowpoly
- Tweaking the lowpoly's topology to present the best proper normals
- Use Substance Designer to bake out a curvature and ambient occlusion
- Create a standard base in Quixel Suite using all I created so far
- Make a small presentation of what I've done in Marmoset Toolbag 2
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