For this submission, you’ll present both the optimized 3D model and its final textures, demonstrating a fully production-ready asset. The Optimization stage should reduce the polycount efficiently while maintaining key details and ensuring clean edge loops for deformation. Ensure you have well-considered UV layouts within minimal stretching and accurate texel density. Your textures should enhance the model with detailed material definitions and well-executed use of all maps. Pay attention to material wear, realistic or stylized finishes, hand-painted details, roughness variations, etc. - all being derived from 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
- Provide the final Polycount in your post
- Source file - .ma, .mb, or .fbx
- 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
- Substance Painter file
- Source file - .spp
- SK_AssetName.spp
- Source file - .spp
- Screenshots showing various angles
- Substance painter images - consolidated turnaround images
- AssetName_Textures_001.png
- AssetName_Textures_002.png
- etc.
- Substance painter images - consolidated turnaround images
- Final exported texture maps
- T_AssetName_A.png/.tga
- T_AssetName_N.png/.tga
- T_AssetName_ORM.png/.tga
- etc.
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