For this submission, you’ll present the optimized game-ready 3d model. You need to reduce the polycount efficiently while maintaining key details and ensuring clean edge loops if your asset is in a deformable area. Ensure you have well-considered UV layouts within minimal stretching and accurate texel density. Look to y'all's comparables to guide your artistic and technical decisions.
Final Deliverables:
Final Deliverables:
- Optimized asset file (low poly)
- Source file - .ma, .mb, or .fbx
- SK_AssetName.fbx/.ma/.mb
- SM_AssetName.fbx/.ma/.mb
- Provide the final Polycount in your post
- Source file - .ma, .mb, or .fbx
- Wireframe Screenshots showing various angles
- Wireframes images - consolidated turnaround images
- AssetName_Wires_001.png
- AssetName_Wires_002.png
- etc.
- Wireframes images - consolidated turnaround images
- UV layout screenshots
- Looking for seams, packing, and density considerations
- AssetName_UV_001.png
- etc.
- Looking for seams, packing, and density considerations
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