![]() If some of the detail work is smaller than one pixel, it's be unreadable and might flicker. If an asset has very small detail it will look bad if the mesh on the screen is super small.Keep checking the asset from the distance in which it's probably seen in the game, make sure the detail level is not too dense.Keep the big picture in mind at all times! If your model or set of models is consisting of several pieces, first make all of them as a rough low res version, NOT one piece at a time from start to finish.It's often a good idea to show the low res general shape mesh to the AD and get approval before using a lot of time on the details.Then you can add more subdivisions and start adding detail. Keep the resolution of the mesh as low as possible at first, until the general shape is established.For example characters in 9P & Trine 3 are about 2m tall. Make sure you have everything in the correct scale from the very beginning, have a character model from the game you are working on as a subtool in your scene.You can also recycle models you have done before, for example you can use an existing human head as a starting point. Start sculpting in ZBrush using a primitive shape as a starting point OR prepare a base mesh in Modo and import it to Zbrush. ![]() We use ZBrush for this phase as it's the industry standard and has the most features.It'll be used when retopoing (creating a low poly mesh based on the high poly model) and texture baking (transferring the details of the high poly model to a 2D image texture map that can be assigned to the low poly model). This version is detailed and performance heavy version and will not be put in to the game as is. In the sculpting phase you create a high-poly mesh (a sculpt) of the asset. ![]()
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