The arm model has been based meshed in maya and imported into zbrush for sculpting. Taking a 2d concept sketch to the 3d require much work, and there are always parts of the concept that dont turn out the way they should have, but also, there are happy accidents that occur which evens the process out, although modeling straight in zbrush with no concepts would produce unpredictable results, and with what ive drawn out will at a minimum, end up looking as good as the concept shape.
The poly count for the final model will hopefully be around 200k with the use of UV'd normal maps to simulate extreme detail. The red wax material image is perhaps level 1 of 4 levels of details Ill be building, as starting with basic volumes and moving up to finer details is a logical workflow for creating the model.
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