This is the final post for my cannon project! For this last part, I improved the lighting in my Unreal scene, darkened the textures of my models to highlight the edges better, and created an Unreal sequence to show off all sides of my model.
Sequence:
Unreal Renders:
High-resolution ZBrush render in a grey material:
Game-resolution in color, grey, and wireframe materials, all rendered in Maya:
Here are my UVs for the cannon:
This grass needs to be optimized. At the moment, its layout is still fitted to the previous cannon UV.
Changing the UVs on the base improved some of the stretching occurring at the corners of the mesh.
Here are shots of my textures within Substance Painter:
Here is my proof of posts to Perforce:
Finally, here is the reference I used:
This project has been a challenge, but a very fun experience overall! I am excited to keep practicing working this pipeline.