Working on a carnivorous plant that bites a player when they get too close for school. Zbrush progress shown below. Am going to have a kind of amorphous mound of vegetative matter with these sticking out all over the place. About 85% done with retopologizing it (not shown).
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Just got done fighting some carnivorous plants...
nice, though.
I'm not sure about my unwrap. I'm trying to avoid obvious seams but it's kinda tricky with such a convoluted shape.
Progress. Low poly model, textured with a 512 normal and AO generated with xnormal. Still at the numerically unlikely 888 triangles.
or else it won't look good in modo's viewport.
It's a bug modo has.
Reeeeally? Didn't know that! Thanks!
if you have it at 100% it will display at double the strenght.
It will only look good on the renderer. but on viewport it wont.
therefore the need to lower it to 50%.
Here's a textured version. Please excuse high spec, I'll work on that the unreal model tomorrow.
http://vimeo.com/8610282
Kinda off-topic: I'm trying to do a high-to-low-poly test with a character I'm working on, so I'm in a need of advice from all the pros out there: what would be the best workflow to create a high-poly model, the lowpoly model and the actual normal map from the high poly model? And should I create the normal map in 3D Max (software I use) or in some external editor like xNormal or such?
Thank you!
I first created a blocky shape of the plant in Modo using subd modelling. I then imported that into ZBrush and sculpted the detail.
To create the low poly model I used 3D coats retopology tools. You could also use Topogun or 3DS Max's Graphite Tools for this. I unwrapped the low poly model in Modo (i like how it unwraps). I used xNormal to bake out my maps. I used 3DS Max to create a cage mesh to help me create the right normals for in-between the crevices.
I like to use xNormal cos it's fast and can deal with very hghpoly models (in the millions).