Hi, for this project I’m recreating the Shield of the Undevout from Baldur’s Gate 3, with a small modification to the back since I couldn’t find a clear reference for the grip and straps
Here is my blockout in Maya. I’m going to take it into ZBrush and refine it further. My plan is to only do retopology on the more prominent pieces, such as the side decorations and the middle section, and bake the rest to keep the polycount as low as possible, because right now it’s far too high, as you guys can see. I will also make groups, right now they are one object sence I used the lattice tool in maya.
Nice work! I wonder if you can leverage a trim sheet and mirrored UVs to do a lot of this? Because those details seem very symmetrical. If you use unique UVs for everything, you'll be limited by texture resolution. But if you break it down into a trim sheet of repeated/mirrored patterns, you could have very sharp texture resolution!
Hi here is the final outcome. I did the renders in marmoset as well as the bake to be able to get the normal and curveture map really clean. https://youtu.be/KMty8m4C7ME Link with turntable, with wireframe and normals
Nice job! End result has really nice texturing work.
The wireframe could use a significant amount of optimization I think. Usually for a game asset like this, you would want to have the edge flow match the design details, rather than being an evenly distributed quad grid.
Curious how low you could go, and still preserve the silhouette! Some examples:
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https://youtu.be/KMty8m4C7ME Link with turntable, with wireframe and normals