Mount Olympus - Blog 6
Mount Olympus - Destiny Smith
Blog Post 6 - 3/9
This week I worked on the building for the goddess Demeter. There were a lot of issues I needed to fix, mainly the poly count being too high to load into Unreal. I decided to take off a lot of the higher poly small details and bake them on when I texture the building. I was able to bring down the poly count to 300k polys.
I was able to find an authentic 3D scan of a Demeter statue to incorporate into my building. I found this 3D scan on Sketchfab by the Ancient World 3D organization. The real statue is in the British Museum in London. I imported the .stl into ZBrush, ZRemeshed it to get a lower poly count and UV unwrap it, subdivided and projected the higher poly model onto the lower one, and exported one at division level 1 and another at division level 5.
Another 3D scan I included was my own 3D scan of a bench I found in the Paradise Cemetery near my house. I did this 3D scan for another class and thought it would be a perfect addition to this building. I used Metashape to process the photos I took and used the same process as the Demeter stature to create a low and high poly version of it. In addition to these models, I hope to fill the inside of the building with foliage in Unreal.
I also dabbled in Speedtree this week and managed to make a tree that looked "close-enough" to a fig tree which is Demeter's sacred tree. I created the trunk and added the branches and leaves individually. The textures I used from the Speedtree samples. Like I had planned before, I placed the tree in the middle of the building going through the top.
Once I finished modeling the building, I UV'ed everything. I decided to use a UDIM texture layout. If I didn't, there would be 9 different texture sets that my classmate would have to put together in Unreal. Using this layout will make things easier down the road when we compile the scene together. I will continue to use a UDIM layout for my future buildings.












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