Tuesday, November 18, 2025

Cannon Week 5


The first thing I did this week was apply poly-paint to my cannon while in ZBrush to help with ID texturing stuff in Substance Painter next week. I then decimated the model down to about 15% of the prior poly-count, and exported the pieces out.


I then pulled the high res pieces into Maya to make sure the poly-paint info carried over. It did, and I then set up a lighting scene with Arnold render (and a handy infinity wall) to take a nice product shot of the cannon. If it looks low res, I have no idea why! I cranked up the resolution and the HD format in render settings, but it keeps looking fuzzy on my end.

Then I started working on my game-res topology. The rings on the cannon were massively increasing my polycount so I deleted a bunch of edge loops of them to lower the number. My biggest issue is sharp edges, so I did a lot of beveling to fix that. The biggest issue I ran into that I couldnt figure out how to fix were the wheels. As you can see in the top picture, the wheels still have sharp edges that seemed to me like they would have needed more geometry to fix. I ended this week at 9040 polygons (just below the goal of under 10k) and I didn't know what to do to fix it. As a temporary solution, because part of this week's assignment was to bake in substance painter, I smoothed the wheels as they were so the bake errors would be more minimal. The bake looks okay in some areas but the biggest issue I need to tackle is sharp edges, as well as the wheels.

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