Hello and thanks for checking this out!
My situation is this; I was given a very dense scene that was decimated and turned low poly before being handed off to me. It also came untextured. Since then I have put some basic procedural textures onto everything and it looks alright.
I want to go ahead and brush the whole thing up a little bit. Ideally I'd like to do these things:
- Fix some of the terrible decimated topology
- Add some more polygons to some of the larger elements, then detail them a little in zbrush and substance
- Fix the UV's on all of them so that textures can be applied better and more accurately.
- Whatever else I may be able to do to take it to the next level
The tools I have available to me are Blender, Zbrush, And the substance suite (as well as adobe suite if that helps)
The main issues I have been running into are:
- There are a ton of parts. For instance there are literally thousands of pipes, pieces of scaffolding, support beams etc. When selecting these parts, many of the pipelines are actually separated into Individual sub-segments where it might turn or move. Most of these objects are then grouped into one larger object, that pertains to a specific part of the facility. For example, a staircase, each singular step, and each supporting guard rail + support beam being it's own selectable item, is combined into the same model as a ton of pipeline and scaffolding, all being a part of a concrete silo. They can be separated, by selecting and changing to it's own model, but there are so many things interconnected that I wonder if there is a better way.
- Because of the sheer number of things on this project, I wonder how best to start UV-Ing the whole thing. Is it just a matter of separating every individual part? The pipes bend and move every direction so even selecting them I'm not positive how best to go about fixing them efficiently.
- Is there an efficient way to add some more topology to get a few more levels of detail, at least on some of the more important elements. Sometimes the polycount is so low that a cylindrical pipe is instead displayed as only four hard edges.
I'm sorry if this long and a little messy! I've been trying to wrap my head around how I might go about this for a few days now and I wanted to be somewhat detailed. I wish I could share examples of what I'm talking about but for job purposes I am not allowed to, so I hope my details explained it well enough. Any general tips if anyone has them would be very helpful!
Thanks for the read-through and I hope you are doing well!