This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
Your going to have more seam problems to deal with if you use a normal map. Displacements maps are easier to work with. Use the base mesh from your original model of 7304 ploy's. Import that one back into mudbox, and don't change anything to the base mesh. Subdivide the mesh so you can resculpt the detail. I stress not altering the base mesh because if you do, your texture map will not match the UV placement of the base mesh when you generate your texture map.
If your comfortable with the hi poly count on that one then use it. 58 thousand poly's is still not that much unless this model is going to be used for gaming, then you might have a problem using it.
Yes, don't move any verts or add more poly's to the original base mesh. Only thing you need to do with the base mesh when it's in mudbox is to sub divide it to sculpt in the detail. Then make your texture map for the base mesh. Then you can go back into maya and put everything together so see how it looks.
I'll be sure to do that with the next model. with this one if they polys get bad to where i'm being slowed down during animation i'll just make some control shapes and turn the higher mesh invisible.
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