Low poly modelling and unwrapping process. Paying forward!
I'm happy with my low poly modelling for the first time in a long time and I feel like a lot of that has to do with the fact that I did a lot of my topology for my low poly character whilst blocking out character initially in 3Ds Max.
Here is my character so far:
This model as it is would be fine, but at the moment all of the different parts of her body (eg. Jacket, thighs, knee armour, shins, cybernetic arm) are all separate meshes and in my most recent FMP feedback I was advised by my tutors to make the body of the character one continuous mesh for ease of texturing and rigging.
So it's going to take a little more work than I'd intended but it will be worth it in the end.
(Screenshot from my most recent FMP powerpoint document) |
Moreover, my model, as shown above, is currently nearly 20 thousand tris higher than it needs to be, so perhaps retopologising the body will help me cut down on a lot of that.
No comments:
Post a Comment