Channel: Edge-CGI 3D Tutorials and more!
Category: Education
Tags: autodeskhow togamemodelingtexturestexturingconceptzbrushhard surfacesculptaxeweaponblock outblockingtransfer mapsgame asset creationnoisecreationretopologyiron axeretopomapshowtooldmedievalhard-surfaceconceptingmodellingmayanormal mapseriescreatingbrushesironmedieval axeassetzmodeller
Description: In this quick video, we’re going to take our newly retopoligized axe, unwrap it and bake normal maps for it. The normal maps are baked between the new topology and the original high poly mesh, which we export from zbrush as a separate object. In order to bake the normal map map, we have to first create UVs for the model. We’ll take a look at some of maya’s UV projection and management instruments and discuss placing the UV seams in the least noticeable way. Once the UVs are done we’ll proceed to the “transfer maps” menu and check out the options available to us, to bake the high-poly detail onto our low poly mesh. Hope you enjoyed this tutorial Stay tuned for more! This tutorial was created exclusively for Edge-CGI by Eugene, feel free to check out his artstation to see more of his work! artstation.com/artist/euegeneshmeerov Edge-CGI Team Tutorials - Inspire - News WEBSITE - edge-cgi.com FACEBOOK - facebook.com/edge3dcgi TWITTER - twitter.com/edge3dcgi SUBSCRIBE now to stay up to date with future videos! youtube.com/user/edge3dcgi?sub_confirmation=1