Just made this for a skyrim mod, based on some reference of those bows but changed a few things: A couple renders of the highpoly (zbrush): the lowpoly: and a few ingame shots:
Heres a little character I had to do for one of my uni briefs. Concept was done by Sergio Casas http://sergiocasas.net/ Heres some Highpoly Zbrush Wips
Great write-up on normal mapping. I've compared the doc to my own notes on this subject and found some topics that could be added to it/additionally covered, to get an even wider scope. 1. There was a lot of discussion on beveling lowpoly edges for the purpose of normal mapping. Some summary on beveling would be great:…
Here is a paintover, hope this helps. This is basically how I would visualize the low being modeled just by looking at the concept. A few very important points to hammer home here: 1. Do not model the surface detail in your low, let your normals handle that. You could add a few more loops to get some extra detail on some…
low and start of highpoly for the cave base, shot of the start of the blockout with lowpoly cave(no material), and a multi window of different buffer shots