First of all, I used zremesher in zBrush to get low poly versions of my high poly meshes. Zremesher did a fairly good job in most cases but some areas, such as the teeth did not come out correctly. Now matter what I tried, I couldn't keep the detail of the teeth in the low poly mesh. So, instead, I imported what did come out fine (the leaves and vine), cut off the parts that weren't coming out correctly (the head) and then imported a high poly version of the head. I then used the high poly version as a template for retopologizing with the quad draw tool. This was a very tedious process and took almost 10 hours to complete.
I was also having problems with the quad draw tool. After a while, adding a new polygon began taking around 10-15 seconds to finish which made the tool virtually unusable. I did some searching on forums and found that this is caused by a buildup of construction history as well as a glitch with the tool where it will create additional shader nodes. As long as I deleted the construction history and reassigned the shader occasionally, it worked fine after that.
I then worked on UVs which, compared to the retopologizing, didn't take too long (around 2-3 hours). Here it is with a test material assigned.
Pot UV:
Plant UV:
Roots UV:
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