Wednesday, December 18, 2013
Dota 2 Low Poly Modeling and Texture.
For this brief I went with an Ancient Egyptian theme and the weapon was intended for the Skeleton King character in Dota 2. The current polycount is a little over budget at 420 tris. All the texture was hand painted in photoshop. For this model there was no high resolution sculpt or normal map. For this render which was done in Marmoset, I created a coloured specular map and a quick normal map in crazybump just to get a little more detail. The render below has a modified texture to the one shown below based on feedback.
Revised texture.
Below is the diffuse texture map.
Sunday, December 8, 2013
Zbrush Low Poly Rock
For this brief I was to make a high poly rock in zbrush and retopologize and texture as a low poly environment asset. I decided to go for a stylized look. Below is the zbrush tool.
Below is the final result rendered in Marmoset. The texturing was hand painted in photoshop and the retopology was a mix of zRemesher and 3dCoat.
Sunday, November 10, 2013
Zbrush Scifi Weapon Modeling
For this project I was to create a high resolution scifi weapon in zbrush and create 3 levels of details. Below if the high resolution model.
Edited diffuse map for the scope lenses and added low poly bolts.
Below is some renders from Marmoset of the final model.
Below are the texture maps created.
Sunday, October 20, 2013
Zbrush Weapon Modeling - Media Design School
For this brief I was to create a gun in zbrush, retopologize, uv and texture. For this I decided to go with a Colt.45 revolver. Below is some screen captures taken from zbrush.
Below is some renders taken from Marmoset realtime rendering engine with Diffuse, Normal and Specular maps applied. Each texture map is 1024x1024 in size.
For this model I was required to create two LODs. LOD_0 was to be 2000 tris and LOD_1 was to be 500 tris. Retopology was done in 3D Coat and Maya.
Zbrush Scifi GLM asset - Media Design School
For this project I was required to create a Scifi asset that could be used in a game level. I was required to create it in Zbrush first then create the retopology, uv maps and texture. Below is the finished zbrush tool.
I wanted to create a Borderlands 2 inspired texture for this model because I like the artstyle and it's a game I have been playing a lot of recently. I took some screen captures from the game so I could reference them and colour sample the palette. These renders are taken from Marmoset realtime rendering engine. I painted in the outlines but in some areas such as the vault door handle I could not paint so I enabled the outlines render option to support my textures to get the desired look.
For this model I was required to create three LODs, LOD_0 was to be 2500 tris, LOD_1 was to be 1000 tris and LOD_2 was to be 500 tris. Unfortunately the best I could get to was just over 600 tris. This was my first attempt at creating LODs to specified poly budgets.
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