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Tuesday, 28 October 2014

Reaper Medic - Character Summative Update


Having failed my first submission (didn't finish on time), the character re-submission date was given on Monday 20th of October. Time to get this character done!

Textures:



Normal Map:

  • Baked with xNormal.
  • Gave me the most trouble, had to bake my character in groups of components to prevent overlapping and cage problems.
  • Still ended up with a few normal issues, though not very noticeable.
  • The Jetpack normals look quite bad, the first part of the character I would fix if I had extra time.
Occlusion Map:
  • Baked with xNormal, along with normals.
  • Has same issues as the normal map.
Diffuse Map:
  • Polypainted on my high poly mesh in ZBrush.
  • Baked vertex colours in xNormal onto the low poly mesh.
  • Had issues, such as colours baked on random pieces, but managed to clean up most of them in Photoshop.
  • Would have liked to hand-paint a bit more as it looks rather flat.
Specular Map:
  • Generated using dDo. Ran out of time to hand paint my own.
  • Works alright, but would have preferred to alter the skin and hair speculars to look more realistic.
  • The scraped paint look might have turned out too strong.
Emission Map:
  • Created an emission map to create light glows from the cyan colour in the armor, the liquid in the needles, and the red crosses.
  • Looks decent when rendered in Marmoset 2. The red cross on the back looks a bit too bright perhaps.


Level of Details


  • The LODs needed (with poly limits) are LOD 0 - 15k , LOD 1 - 7k, and LOD 2 - 1k.
  • Created LOD 1 with the aid of the reduce tool in Maya 2014. Worked well enough.
  • LOD 2 was a disaster. Trying to reduce my model down to 1k poly was near impossible. The result was a complete mess of barely recognizable shapes, and the model looked quite frightening to be honest. 



Renders (LOD 0):













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