Current Fixes
Because I was able to get ahead on the sculpting last week, I took this week to go back and resolve some of the critiques I had gotten during week 4 of this project, below is a graph of where the critiques are targeting. Majority of the feedback was minor fixes, not having a large impact on the main mesh, however these fixes did require I tweak every part of the model to the current state.
Beauty Shots
Orthographic + Polygroup
The polygroup feature in Zbrush ended up being really helpful in ensuring I could use colour IDs in the texturing process since there is a setting in the bulk-export plugin that turns the different polygroups into different materials. However, in this case I think I used too many polygroups and it muddled their effectiveness,
Some of the critiques I recieved focused on the effectiveness of certain shells and their associated relevance in the visual hiearchy. For example, the bottom shell of the canon was broken into two sections and took up too much of the uv map for how much it affected the mesh. Additionally, changes to this step allowed me to go back and fix any odd mirroring I had from the initial box modeling.
Test Bakes
Troubleshooting
With extracted cage panels / connected cage panels
Although majority of my problems in this project were able to be hammered out by running test bakes and tweaking settings, I continuously ran across bake skew issues, specifically with the side panels of the main mesh.
Initially I assumed that the curvature of the upper wood trim was affecting the direction of the vertex normals, so I extracted the wood panel so it was floating geometry, however this had no effect. Since I made a custom cage to wrap the mesh, I also extracted the cage's side - however the break in the cage seems to fix the bake skew, but break the panel as a whole.
Reference








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