Retopology, poly paint, and baking
The first step to retopo is importing your decimated high-poly mesh into Maya and setting it to be your active live-surface. Quad-draw is your friend and enemy here, as getting a hang of the finickiness of the tool can be a real pain. For stuff like the base of the antlers, the shoulders, hooves, tail, eyes, and the little fur tip at the back of the deer's leg I would recommend setting up a circular set of quads that encompass the area in question. Just be careful about how many polys you use for this step, as it can get your polycount pretty high very quickly.
Final Retopology
Finished Retopology with softened edges
UV Setup
Zbrush Polypaint from established Polygroups
Substance Painter Bake of my High poly model on my low poly
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