Hi there, I'm fresh new here. I'm a 3D Artist and now working in a small game company. The experience I touching 2D and 3D softwares got 1 year plus. According to my researching, I found out a way of making a next-gen game assets myself but I'm not sure if this is the correct way. Oh ya, I'm a 3dsMax user.
Here are the ways of assets creation that researching by myself:
01. Modeling and Sculpting Hi-Poly Model.
(By using 3dsMax, Z-Brush or MudBox.)
02. Retopology a Low-Poly Model.
(By using 3dsMax or TopoGun.)
03. Unwrap UV for the Low-Poly Model.
(By using 3dsMax.)
04. Bake AO & Normal Map from the Hi-Poly Model.
(By using xNormal.)
05. Texturing the Diffuse for the Low-Poly Model.
(By using Photoshop.)
06. Make the Specular Map for the Low-Poly Model.
(By using Photoshop.)
07. Make other maps if needed, for example: Glow Map.
(By using Photoshop.)
-Game Asset Creation Complete-
Here it is. Just told me if anything wrong.
Your feedback is very helpful for me. Thanks.
Replies
Basically don't rigidly apply one workflow to everything.
ps, workflow is good
http://area.autodesk.com/mudlife/tutorials_latest?where=3&tutotips=&time=&word=riot&x=9&y=9
so people remake the model but a low poly version?
explanations would be good
Retopology means you make a low-poly model according to the high poly model. Why you do this, because you need the information of the high poly model for the low poly one. So, if your skill is good, finally, the low poly model should looks like high poly.:)