Process
Modeling - UV mapping - texture bake - UV mapping - texture in painter
In this project, I was tasked with optimizing a 3D scanned asset  to a low-poly version, while preserving its realistic appearance.

I started with a 3D  scan of a chisel.
I used Bsurfaces in Blender to created a clean, low-poly mesh through manual retopology.
I then UV unwrapped the model, ensuring the layout was efficient and suitable for texture baking.
Next, I baked surface details from the high-poly scan onto the low-poly model, generating normal maps and texture information using Blender’s baking tools. After the bake, I further refined the UV map to improve texel density and reduce distortion.
Finally, I imported the low-poly model into Substance Painter, where I fine-tuned the textures to get an even more realistic look.

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