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Working on a Woodland Bow

Started working on an asset for a mobile game I'm working on with a friend. I'm going for a realistic/stylized art style similar to Besiege.

Pipeline:
- Low-poly in 3ds Max
- Take low into Zbrush, add detail for HP
- Project HP onto LP with normals
- Use DDO with Photoshop for Diffuse, Specular, normal.

The bow and string are expected to animate. There will be a shop where you can see the bow's up close. That is the reason for more detail.

One question though. Is there an optimal way to adjust the geometry for the Low Poly before you take it into Zbrush? Usually when I bring something into Zbrush and crease/sub-divide there ends up being too much geometry where it creases. Would something like Tessellate on my object work? Or should I manually carefully subdivide my object in Max before taking it into Zbrush? Thanks!

(bow concept by Ulvgar)
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