Monday, October 1, 2018

3D Week 06 UV and Digital Sculpting A Prop



For this weeks assignment we had to take the low poly proxy model we created last week and layout proper UV's in the UV Editor through planar mapping and cutting seams along the model.  After creating the UV's I created the high poly model by adding geometry to keep the model looking the same even in a smooth mesh preview.  Basically when the model is smoothed it would retain the shape it had when un-smoothed.  After making sure the smooth model looks accurate I converted the smooth mesh to the poly model creating an extremely high poly count.  I exported the model and brought it into Zbrush.  Once in Zbrush I sculpted with an alpha brush to create a texture metal look on the cannon model.  After achieving the desired textured look to properly age the cannon I added a few more details with sculpting to create a look of erosion.  I wanted the cannon to look like time was eating away at parts of it rather than damage from force.  After sculpting the model I decimated the model and that concluded this week of the cannon project.

Here are the UV's I created for the cannon.



Here is the high poly model after it was rendered in Maya.


Here is the model after I sculpted and textured it in Zbrush .






















And here is the model after decimating it in Zbrush!

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