References:
Columbus Tower Environment Schedule
Week 1: Block-out
- Camera reference match
- 95% of what the game res will be needs to be completed
- Most of the environment will be created with a mid-poly workflow in mind
- Modular Pieces to be accounted for
- Pieces that are going to be modular need to be finished as well
- Set up of trim sheet layout that will go with the environment pieces
- Model Trim sheet
- Make sure I have what I need for each material separated and marked down in the trim sheet block out
- First Pass lighting in Unreal
Week 2: High-res
- Trim sheet is the focus this week
- Sculpt all the detail needed
- Take my time putting the detail
- Necessary Retopology
- Baked Meshes for Trimsheet
- Texturing for Trimsheet
- Solidify the trim sheet-able meshes to be easily UVd once the trim sheet is finished
- Second Lighting Pass
Week 3: Finished Baking and Beginning Texturing
- Finished Textures for Trim sheet
- Begin applying the Trim sheet to the pieces I set aside for it
- Modeling on from the trim sheet to get other details that may have been missed
- Applying morphs to the trim sheet meshes to get rounded corners from the reference
- Third Lighting Pass
Week 4: Final Pass (Last Minute Changes)
- Any missed part from the last two weeks are accounted for
- Final Lighting Pass
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