Just finished the highpoly model after sitting on this model/scan for over a year. Figured it would be a great way to start experimenting with UE5 and Nanite, and seeing if I can texture a high poly model and have that bake down to the lowpoly, kinda do 2 work flows at once and compare.
Highpoly is mostly done, need to sharpen some edges, clean up hidden areas, and double check measurements against the real world reference.
Goals:
Clean highpoly model with very even topology in order to UV and subdivide without the textures stretching. Model and texture each individual part as accurately as possible.
Texture the subdiv model and bake it to the low poly.
Figure out some new best practices and do some comparisons in UE5 of the 2 approaches.
Replies
Test bake and some smart materials thrown into UE5. I need to learn how to do some blending transitions between color IDs in Painter. Some material IDs didn't bake and I need to randomize the nuts.
10k tris, 1x 2048x2048 texture.
Made a custom graphic for the deck.
So this project got a bit sidetracked due to getting commissioned to make a custom textured version of this asset for an existing game. Here's the finished result of that.
I'm still going to see about texturing the highpoly. And will have to come up with another graphic that I can distribute.