Game Art: Model & UV Map a Low Poly Character tutorial Final part

*opening one of his current files because mine does not show the rest of the high poly mesh, but I deleted all the work done before that.*


In Section 3, Creating and Mapping the Head, I will be working on the following:
Modeling the head shape: Here I started creating the head shape mesh and in the next part I will add in the eye sockets. I used tool like box to sphere, relax, spherify, and so on.

Creating the eye sockets: Here I will be adding more detail including the eye sockets. Well just the area for now, but this next part should be the rest of it.
Detailing the shape: Now for the rest of the head shape.

Unwrapping the head: Then finally after making the mesh I will now UV unwrap it as always.
Ran into a problem ill fix it later.....

In section 4, Modeling and UV Mapping the Piston Assembly, I will be working on the following:
Creating the piston support: Here I am creating the simple low poly piston support and uv mapping next..

UV Mapping the support: Mapping/ Unwrapping the piston support here.
Creating the arm support: For this part I created the mesh for the arm support and in the next part I will be adding more detail to the end of the arm.
Detailing the end of the arm: I am adding the rest of the arm mesh in this part and then I will UV Unwrap the arm support.
Unwrapping the Support arm: Now after the mesh has been created I will UV Unwrap again.
Building the piston: After the UV I will now be creating the mesh for the piston. Then will be UV unwrapping it next.
Mapping the piston: UV Unwrapping again but with the piston this time.
Creating the piston connector: After the UV Unwrapping I will now create the mesh for the piston connector and unwrap it afterwards.
Unwrapping the connector: Now I will UV Unwrap the Piston Connector since I have made the Mesh already.

For the Final Section, Final Modeling, FBX Export, and Normal Map Baking, I will be working on the following:

Creating the scoop base shape: Here is the basic low poly scoop base shape I had to make for this part and next I will add more detail to the low poly scoop.
Refining the scoop: Here I am adding more detail to the scoop base shape and then after I finish I will UV unwrap it.

Unwrapping the scoop: Time for the UV Unwrapping process again... with the Scoop Base Shape.
Attaching the mesh back together: Time to attach all the low poly meshes now... First I will attack all the polys together from list.
Next I will add a Unwrap UVW on the attached object and adjust the map.
After I will duplicate the UV map and I will also attach the High poly to make it a separate map when baking the maps later on.

Exporting the Model: No picture here since all I'm doing is a game "Export" for my Low and High Poly Meshes.

Baking out the normal map: This part here will be done in Substance Painter.. For the first part I will be bring in the exported file from 3DS Max into Substance Painter..
Here is the part where I will bake out the normal map for the low poly while using high poly parameters in the settings and also a cage file.
and this is how it looks after baking the normal map.
Issue: 



Fixing the normal map issue: Now for the final part of the tutorial I will be fixing a small problem in the Normal map that showed up after baking.
The issues were on the edges of  the normal map and the smoothing of UV's so I will have to back into 3DS Max to resolve the problem. 
So when I open up 3DS Max I will add a smooth modifier to the low poly mesh then will set the threshold to 100. After then I will re-export the low poly and bake the normal map again.

After this I should of fixed it, but since the resolution or Texel Density of each of my UV Shell the Normal map does not change.



Done:...
3/15/19
2:00pm


At the moment I won't assemble the whole thing together unless I need to...
Here is just a quick assemble - to what the tutorial has in painter.











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