This week we prepped the model to go into Zbrush. What we needed to do with our low poly mesh is use techniques such as beveling and fencing to get the edges just right. Here are a few pictures of my progress.
Low Res
High Res
And the imported model in ZBrush
I ran into some issues while converting the pieces into Dynamesh, but the fixes were simple enough. From ngons and bad topology in need of fixing, to open mesh pieces that needed to be closed off.
For example, here is the cannon bracing that I would have around the wooden carriage. To economize on topology, I deleted the bottom faces since the body would be right under them. What this led to in Zbrush, however, is that the open mesh was closed off by the algorithm as best as it could, leading to topology in unwanted areas. If I were to continue sculpting using this mesh, I would have interpenetrating geometry as soon as I combined all these pieces together, and that's simply not convenient.
As a result, the fix was to close off that part of the mesh. The cannon would have a handful more polygons, but it would avoid the nastiness of interpenetration.
Another issue I had was edge flow and how the topology looks after uprezzing. However, it doesn't seem like it would be an issue because everything will be baked afterwards, and the true model will have clean and minimalist topology.
Likewise, the UVs aren't exceptional and were actually made with automatic means. The high resolution model simply needs to have functional UVs for it to display properly in ZBrush. As such, this has been a learning process not only with the process and how it functions, but as well as the presentation of these details to properly show off my thought process. I tend to like to ask many questions and figure out whatever I'm doing thoroughly, so this process was good for my learning style.
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