Thursday, April 26, 2012

Overview of workflow

First, I built a base mesh for all character pieces in Maya.

Next, bring low res pieces into Zbrush for sculpting details and modifying form.

I worked on the head separately so that I could get higher subdivision levels without taking the poly count extremely high on the body.

After all the details are sculpted in, I export .obj's of the high res pieces and bring them into 3D Coat for retopo and UV.

Here is the final mesh for the game model.

I used 2 uv sets: One set for the head and one set for the body.

The AO map is baked with the Diffuse map. I used the AO map as a guide to paint more details. All maps are 2048x2048.

Final view of character rendered in Marmoset.

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