3D Modeling
High Resolution Shading: Hachigiri
For my third semester 3D Game Engines class, we had to create a model using the sculpting method in Blender, then use that model to bake a high-resolution texture that would then be applied to a lower polygon model made by retopologizing the first model. I decided to create a tanuki named Hachigiri, after one of the collectible desserts from the video game Kunitsu-Gami: Path of the Goddess, which I had played the previous summer.
The first section of the assignment was to model a head, then the teacher gave each student some headless body models to model clothes around before attaching the head. Since I didn't make a human, this meant that I had to model the whole body as well.
Modeled in Blender and textured in Adobe Substance Painter.
Model Comparison
The left model has 57,552 vertices and 115,100 edges. It was used to bake a high-resolution texture.
The right model, a retopology of the first, has 1,585 vertices and 3,157 edges. It was used for the final model.
The Material Preview version of Hachigiri in Blender.
The Render Preview version of Hachigiri in Blender.