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GOW Sculpting Technique Breakdown !

Hey everyone , I am making a new project about gothic architecture and was doing my research about different techniques i can use to make the project from the usual trimsheets & tileable textures to different methods of combining these with sculpts , the first example is by Paul Aparicio from god of war where he sculpted what looks like a trimsheet but he actually used the sculpted geo to make all sorts of shapes ! i dont understand how he managed to do that and if it was also textured as a trimsheet or did he use tileable texture on top of the sculpt if someone understands this technique please explain it i cant wrap my head around it .




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  • sacboi
  • Fabi_G
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    Fabi_G veteran polycounter
    Looks to me like a sculpted edge was re-used to apply detail to the edges of different highpoly modules. To get an edge to conform to different situations, I would look into deformers (e.g. bend, curve). If that doesn't do it, cut it up into segments, pose/deform, blend together anew. An argument for that approach, would be spending less time applying a damage pass to each new module and some consistency by default. I guess one aspect to be cautious about, would be to not introduce noticeable repetition to a highpoly module. A final cleanup/ blend/ landmarks pass might be required after all. For a final assembly in game, modules with detailed silhouettes can be blended with large meshes.

    Not sure if gothic architecture would benefit too much from a sculpting pass, might get away with regular modeling for the most part - unless the structures are significantly damaged.
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