I needed to perform some catching up today so I looked int continuing Pipeline 2 and modelling the game asset. One thing I have learned in the first half is that in Maya 2016 the extract tool can be a little temperamental, but when it doesn't work the use of "separate then extract" works the same.
The technique for creating these normal maps was rather enjoyable and the result has been .something I like the look of. Since for the past year I have discovered a personal adoration for detail modeling. Combined with Mudbox lessons, I could find definite use for these techniques to turn high-detail models into much more manageable designs during render sessions.
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