I've never played the Gear games but your sculpts are really strong on the eyes. I'm surprised the crazy amount of detail actually worked! But bravo on making these assets cause they're beautiful.
Haha, touche. We had a big push recently to address that issue in the environments in DS2 (I take no responsibility for those crazy char artists), so it is something I have been more aware of since then. Those doors read well for that reason I think. Anyway, great sculpts.
Theres a lot of custom brushes used, but nothing was accomplished by brush alone, its a great first pass to make with the lazymouse on so I can trail them over the major forms, but then each was hand sculpted with the clay brush and alpha 28 to make them work with all the other forms they interact with.
He most likely used decimation master to get those fine details. it triangulates your quaded sculpt to reach small crevices on the surface which your quads don't show. That then allows your model to be very low in triangles with the loss of such subtle detail that your normal maps wouldn't even notice wasn't there.
I bet you just sculpted one brick and then told your art director that it was going to take days to finish the highpolys, then just kicked back and had a little snooze ;) Just kidding, it's really nice stuff. If i had a quid for every time I saw someone from Epic using Max's Spacing Tool...
Hi Kevin, nice work by the way. I have just one think i dont understand. You export your bricks from Zbrush to Max. But on your image i can see very good level of details in MAx? Is it sculpt or texture on High poly Bricks? How do i reach this effect? I mean cracks and other small details? Thank you.