Personal project of mine.
Here is the high poly version. I'm planning to try to convert this into a low poly textured game asset.
so far my to do list is:
create low poly version, UV it
normal
diffuse + AO
spec
transparency
stencil?
reflection
Luminance
Should I put the entire model's textures on a single UV space?
Whats a good polygon count/ texture size to shoot for for next gen consoles? (if this was a rideable/closeup vehicle)
Any other tips before I dive in?
Thanks, Vaughan
Replies
whaaaaa?
as for polycount the main goal is to keep a nice silhouette so use what you need and dont be shy but also dont go overboard. if your still lost post a quick progress shot and people will point out if its too much or too little : )
Thanks Scott,
Do you recommend retopologizing from scratch or should I use the same base mesh for the high poly with lower subdiv/ delete geometry straight off the high poly mesh?
-Vaughan
end goal is usually a nice polyflow especially for vehicles. So test out different methods, figure out what works for you and go from there : )
I will say tho, that with the handle grips so close together, keeping balanced on this thing would be tricky.
Thanks Gsokol, it's got a gyro duhh!
Candy - Thanks, this helps me alot with jumping in the water
Here's some zbrush action.