Wednesday, 10 December 2014

week 12: rebake the trousers

I now wanted to get the trousers fixed so there would be some detail in them instead of two cylinders placed together. When this first happened I was actually stuck for the first time and couldn't think of any clear way around this, but after some thinking I thought of this one way that could possibly work. If I were to get the low poly and position it around the high poly and bake it out a number of times to capture certain parts of the trousers which I would then take into Photoshop and merge together.

This first image is of me posing the trousers to fix the high poly, I am shaping up the left leg to match the left high poly leg to capture the details through xNormals.

Here is the final result, I took three different maps from the left and right leg as well as the crotch and merged them together. I also did the same for the occlusion map. For the parts I didnt need of the normal maps I would delete them and use the clone stamp tool where needed till I do the desired result.


Here it is rendered in marmoset, I wanted to quickly render out in here just to see that it had worked. The reason the stripes are part of the normal map is because while I was taking the screenshots I was playing with the diffuse map in crazybump and overlaying it with the original normal map, this has since been changed.
I am happy with the overall result and glad I was about to recapture the high poly detail.


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