So I wrapped up the low poly, uv's, and baked it over the last couple of days and I just finished getting it all setup in Substance Painter.
Here are the wires for anyone who's curious...probably will go back before its all done and remove some edges in several spots. I left a few extras in there for the bake and haven't taken them out yet.
And here is my lovely 5min texture job in painter haha!
Pretty sure the masks are off on several pieces but I'll refine those as I go along.
@dark_minaz - let me answer your questions!
I'm going to use a 6 sided cylinder for each string; I'd probably do the same if this was for an actual game and have LOD1 be a single plane. Tri's are cheap.
So I put most of the geo anywhere that helps define the silhouette of the model. I know I have a few meh places on this asset but sometimes your time is better spent elsewhere instead of removing/adjusting edges for hours. After you baked a million assets you sort of naturally work out all the kinks and bugs in the workflow so while I used to 'sort of hope for the best' it's more of executing properly instead of hoping.
Is there anything specific you're referring to that you see? Maybe I can get an image together with a little breakdown if there is.
- For the side ornaments I used a masking feature in Zbrush called Mask by Intensity.
The workflow is this:
- UV the mesh you want to work on...in this case it was a simple plane for me to make the shape I needed.
- Make a mask in photoshop of the ornaments in black with a white background so it matches the UV's you just did.
- Import the mask as a texture in zbrush and apply it, then you can use mask by intensity which will use the texture to generate the mask.
- From there I used group loops/panel loops in Zbrush to pull out the ornaments but there are many ways to do this step.
It's a really quick way to get a lot of intricate things done. If you'd like I can maybe dig up my texture and do a one page breakdown for ya.
I'm with ya on the front to! This is one of those pieces I'll be revisiting sooner then later I think.