-Hello polycount. Here's my introduction to this community.
-I've been trying to learn how to create game props and after alot of reading up this is my what i came up with after a first try.
-Not quite sure how to retopologize properly.
I've created this shield in zbrush as well as the UV's and retopo, baking in xNormals and the texturing in dDo.
- One thing i have a first question about is this: How do i better hide the seams? can you only do that by placing them in hard to see places or is there any other way ?
-In closing i'd love some feedback and pointers. Be brutal
I'm no expert, but from my understanding, you are right about placing them out of site, but it's not the only way and not always needed. You can also put seams in plain sight, but where to surfaces change for example (and maybe not the best example but...) a sword handle could have a seam where it ends and the blade begins.
Jump on Google image search and look at game textures, and you'll see many examples of seams right where to surface materials change on the model.
For static, not deforming objects, as long as you have fairly even, efficient, and accomodating polys, there's no reason to worry about absolutely clean topology.
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Jump on Google image search and look at game textures, and you'll see many examples of seams right where to surface materials change on the model.