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After the high res model was completed, I divided it into several main parts to export it as an OBJ. There are two reasons I did this; firstly so I could bake a Normal map for the separate parts of the model and secondly so the topology of the models could be tackled separately in Maya (Fig.09).

Fig. 09

Low Poly Model

Once I had exported the high poly models into Maya they could be used as a reference to create the low poly, final version of the games character (Fig.10). I used NEX and Maya's standard tools to do this. When the low poly model was created I began the UV mapping in Maya.

Fig. 10

The weapon is a single UV. I expanded the UV of the head, gloves and small parts of the character in order to show more details. The same parts in the UV are overlapping.

I think the weapon's map size was 512 x 512 and character's map size was 2048 x 2048 (Fig.11).

Fig. 11

In order to avoid an error when baking AO and Normal maps, I separated the overlapping part after the UV was completed. Before baking I used triangulation to avoid the abnormal shifts in the following normal mapping (Fig.12).

Fig. 12

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Readers Comments (Newest on Top)
Lukas Danin on Tue, 31 July 2012 9:37pm
Nice work, can you tell me how much triangle the model have?
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