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Week 4+5 - High Poly Models (23/02/2024)

  • jk278124
  • Feb 25, 2024
  • 1 min read

Updated: Mar 5, 2024



I made a start on the high poly models, following the texture map baking workflow where I will then create low poly/optimised versions of these models which will then have the high poly model baked onto them, giving them extra level of detail without hindering framerate or graphical performance.




This week I also discovered the Helix Tool on Maya, which I then used for the thread for the high poly models of my pillars (as well as what I will use for the spinning thread rolls on the first floor). While the helix tool is definitely not suitable for a low poly model, it is perfect for a high poly one and has saved a lot of time for what would've been an otherwise tedious model since I can now just do a simple cylinder for the low poly version.




Just like the test models, I imported the models into Unreal to see how it would look, as well as arrange it into a rough composition of how I want the final building to be arranged. I'm still quite pleased with how it has turned out so far, even if I haven't applied proper textures or optimised it yet.

 
 
 

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