Preparing character for the texturing
Last week I finished the high poly of my shaman. However now I had to create a mid poly for the baking. But the poly count of my high poly was still way too high, and I had to reduce it before exporting for Maya (Autodesk, 2020).
To reduce the poly count, I had to use DynaMesh.
Firstly, I created poly groups on the whole body of my character, so the DyneMesh would know how to reduce the polycount without losing too much detail. Next, when I was on the highest subdivision level, I deleted lower subdivisions. Then, I changed the resolution of DynaMesh to 2048 and pressed "DynaMesh".
That reduced the points from 26,6 mln to 1,96 mln which was quite impressive. This way I had my high poly, ready for baking, but for the mid poly that was not enough. So I chose to retopologise it in Maya (2020), with the help of Quad Draw, but after many hours my topology was very bad and complicated. So I gave up the idea for a minute, to try a different way.
I decided to use the ZRemesher. I opened my DynaMeshed model and went to ZRemesher. I selected the option "Keep Groups" and I pressed the button. Unfortunately, because of it, I lost the whole shape of the mouth:
To fix it, I decided to create polygroups from the beginning and to try again. So I repeated the process of DynaMeshing, then I pre-processed my mesh for the Decimation and I decimated it. After that, I ZRemeshed it again. This time I was successful and I reduced the points to 17 000:
This way I had my mid and low-poly ready for baking. At least the body. I exported it out as FBX. I repeated the same process for all of my subTools.
The next step was to UVUnwrapp everything, and then bake mid poly onto low poly. I started with the body, but every time I tried to bake it after unwrapping, I had these rough borders on the cut edges:
I have been changing cuts for hours until I realised that all I had to do was to attach it to the Bump Mapping and change the colour space to Raw. Since then, UV Unwrapping became much easier for me. When I was done, I exported the mesh as an FBX file.
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