As far as I have seen, there is no decently made game-ready asset of a Corinthian capital. I assume this is because the model itself is so complex that it is difficult to find the right balance between keeping the details but having the model be efficient. My asset was comprised of about a hundred smaller models with things like the leaves and spirals being an individual model.
Some of the elements that make up the completed model.
I had put a lot of work into creating this and didn’t want to see it go to waste, so I began experimenting with different methods in which I could turn it into a game-ready asset. It was created entirely in 3DS Max as opposed to a sculpting tool like Z-Brush so I was without the luxury of jumping between subdivision levels.
My first plan was to take the models individual components
and make a low poly counterpart for them. That way I would still be able to
retain the shape of the column that I had worked so hard on. With this method I
was able to shave the model down to 40,000 polies but this was still far too
high for a single asset.
I was getting rather frustrated by this and didn’t want to
reduce the detail of the model any further. It was then that I had the idea of
creating a low poly shell of the model that I could project the various details
on. For the most part this worked but the texture still requires tweaking.
Here is the simplified models wireframe:
UV map:
Please see below the low poly model with projected details in Substance Painter:
I edited the texture in Unreal Engine and you can see the results below:
Overall I'm still not too happy with the final look. And will keep working on this as I think it will serve as a lovely asset to use for my major project.
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