Hello everyone! My name is Aliberto Lora and I am a student at Lynn University aspiring to get a career that will put me in the path of being a 3D artist for video games! For my second portfolio class I am undertaking the building process of recreating a room from a level in one of my favorite games, Sonic Adventure 2. I will share what I have done so far and I will continue to update as I go, feedback would be greatly appreciated! This is an educational project, and all rights to the level concept, characters, and brand are property of SEGA.
Hey there, what stage of modeling are you at with this? FYI, what you're showing as "detail modeling" is still extremely lowpoly for most modern games. I noticed you said some things will be going into zbrush still, but in order to reach modern fidelity levels pretty much everything you've shown will need a bevel pass at the very least.
Hey! Thanks for the feedback everyone! Yeah the models are a bit on the lower poly side currently due to the fact that the level is being created with game engine performance and simpler UVs in mind, so to compensate as you all noted I will attempt to end up baking Zbrush detail onto the lower poly modeling as well as messing with texturing in Substance Painter to try and achieve a professional result. I'll definitely be keeping options such as opting for decimated Zbrush models it in mind as I go if the result leaves things to be desired!
Alright. Just keep in mind that at AAA game companies (such as the one I work at!), my expectation would be that the snake head would be more like a couple thousand tris (at least). We can support that now with hardware and I see a lot of educational programs pushing this super low poly methodology that's pretty outdated.
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https://youtu.be/GvSmMREUMEA?si=Xll-PwUu9lEpRPOa
https://www.artstation.com/artwork/qeRqJy