Hello
How would you make this debris?
From this guy:
https://www.artstation.com/artwork/596qPI mean i think i got the basics - it consists from several separate models put together but modeled separately. Some DCC like Max was used, zbrush was used (probably). There might be even some basic plane/ground with displacement (either from a scan or just from diffuse texture extracted displacement map in Bitmap2Material from allegorithmic). I got the basics (how to make it) i believe.
But this is an real time in game low poly asset. The original hipoly version HAD to be several milions in polygons i believe. He putted dozens (even hundred (?)) objects together, and the smallest stones are probably sculpted to scanned ot displaced using displacement/height map gotten from Bitamp2Material program (or alike). But HOW did he managed to get the low poly version of this asset...?
I refuse to believe he made the retopo by hand.
I also refuse to believe he managed to "attach" or "merge" or "bolean union" all these objects (each one having milion of polys) together into one object with dozens or hundred of milions of polygons (because no HW could handle that...?) and then auto-retopo it in zbrush.
So HOW to make ("retopo") all these DOZENS/Hundereds of objects, each made of milions of polygons (probabl) into ONE (1) LOW POLY model (?!).
How is this done... ? My small brain cannot figure anything out :-)...
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