Hello All,
I am currently working on a new project, the process of which I wanted to share with all of you here. I am going to be posting my entire process, from the concepts (below) to the final ZB Model and textured game model. So I am starting this from the ground up, with one aim in mind; generating a highly detailed normal map for a game model using ZB’s wonderful ability to add massive amounts of detail to a mesh and then to grab a normal map from it, which will then be projected onto a lower resolution game model.
I am going to post this as I go. So far I’ve only done the concept work, and a little base modeling in Max. I’ll update this regularly, and share my whole process for those who are interested. Hopefully the end result will yeild a finished, game ready model with good textures and lots of nice normal map details.
So the idea here is to create a low-res base model from these concepts for ZB detailing, But it will also double up as a nicely refined game model at the same time. So I am allowing myself 4000-ish polys for this.
So here goes, and this first post is really all about the concept work, and immediately below is the first design that I did. Here he’s blowing a Boromir like horn, it’s a charge horn and a HELP! I am in deep-sh*t horn.
As you can see, here he’s starting to look a lot more yetified, trollish and monster like, which is good, we like monster!
Any feedback, comments or criticism are welcome.
I’ll be posting the progress of the base/game model in the next few days…
PP
http://www.zbrushcentral.com/zbc/showthread.php?t=25560