I fell behind this week and didn't get as much detail as I would have liked. I smoothed, and got panels in various areas. I didn't move into ZBrush as I felt that working in Maya would provide the best tools for hard surface modeling even at high poly counts. There were a number of extra parts of the model that I ended up removing due to adding too many polygon while adding little detail. There are also a number of details I am planning on adding to the normal/bump map inside of substance instead of trying to model and then bake down. Overall though I will need to play a bit of catch up as UVs are far from done.
High Poly Cannon with smoothing and paneling, 11.6 million tris |
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