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Medieval Knight - Realtime Render

Polynaut
polycounter lvl 7
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Polynaut polycounter lvl 7
Blocking out materials and textures for this guy.. still finalizing my head sculpt so I put the digital human head in as a temp while I work.




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  • bkost
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    bkost interpolator
    Hey @Polynaut, you've got some wonderful material work so far. I'm excited to see your progress, will this be full body or just torso and up? 

    It would be a treat to get an inside look on how you tackle your high quality modeling/texturing. I'm interested in how you manage all the little objects with baking/retopo. Cheers
  • Polynaut
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    Polynaut polycounter lvl 7
    Hey @bkost,

    My plan with this guy was to do a break down when I'm done.  Most likely I'll post images of my materials as well as workflow details.

    As far as bakes I still use xNormal when I can because of the 'matchUVs' option in the low poly section.  On things like the straps and buckles, I have an IMM brush for the the low poly model that I sub-divide and sculpt on.  Once I have all my bits blocked in I do a UV pass in maya and import all my subtools back into zbrush so my entire hi res mesh is UV'd.  Once I'm done I bake everything with matchUVs and don't get penetration issues like in other baking programs.  It also give much cleaner maps in the end.

    I should also mention I'm not creating this character as a game mesh so he is much higher poly (sitting around 250k currently with no head/hair).  The workflow is exactly this same I just didn't want to deal with creating an actual low poly mesh so some pieces are zremeshed (not great for games) and other a decimated..

    Hope that helps!

    Thanks,
    Tony
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