Time For Updates

refining the details

Durable UVs

A scalable character is essential for any mass-production pipeline. With displaced subdivision surfaces paving the future for games and movies, it's the only way to work. Recyclable starter maps with unchanging UVs play a key role in the workflow.

Often, we will send off grey models for approval to the client and start texturing. Without final client approval on model revisions, you are rolling the dice if you start to texture. This is not a worry with standardized UVs. Smart typology and well laid out unchanging UVs makes the texture maps as tough as metal Often, the client comes back after a week and finally realizes he wants a stupid change on a brow, or a forehead extended. My texture team usually have the maps finished. Nine times out of | ten you make a texture fix if the model changes. You have to fix the eyebrow or a corner of the mouth, but that's it. Standardized UVs cut back on texture fixes even with the most dangerous clients.


Time for updates

Refining details

O Step 1: New model

Hong has completed his high-res model. He will be giving me a jeveMour head which is about 70,000 polygons. Hong has gone in and worKeu on some spots like the eyes. It's time to dial in the hot spots.

ft Step 2: Ask for hi-res for tn tpxture on high-res models—it's the only way to ' aCtUa"y nnfdeSi I recommend it to any texture artist to ask for the d'3h'res6g'eomet^y Particularly when doing creature work, smooth is the ^ ^ 0

way to go.

O SteP 3: Checking alignment

Once you get the new model, it's time to check your trouble spots First and foremost, from a side angle, check to see whether your torture lines up with your model

O step 4: Nooks and crannies

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