New video up. This one shows how I created the roots using path deform and FFD modifiers. [ame="http://www.youtube.com/watch?v=bbm3GJXrXx4"]Creating the roots for Crash Bandicoot HD - YouTube[/ame]
So I created a fern using the palm tree foliage and created a shader that changes the colour of it according to a custom colour pallet. I thought it might be something that people might find useful so I wrote up a quick tutorial. Link to development blog http://crashbandicoothd.blogspot.com/
This is a material that I made for some of the props. To make it I modelled a load of bricks in max, I then took this into zbrush and sclupted in some cracks and edge damage, After that I used polypaint to create the diffuse. to create the normal map I baked the hi poly onto a plane. I then took the textures and made them…
I think I will keep the stitching size but I agree with you on the crotch to add a zipper, adding the cloth creases and creating the turn ups at the bottom.
Great stuff. How have you gone about re-creating this though. I mean from a technical side of things with scale of the original level and replicating the textures?
Azzamat how are you creating those nice highlights and cracks on the shell? What texture resolution are you using just on this shell? Looks wonderful by the way. As well as the Crash Sketchfab.