ZBrush - Modelling A High Poly Character
Автор: Games Art Incubator Studio
Загружено: 2016-11-01
Просмотров: 520
Описание:
Here's a quick video demonstrating the process of creating a high poly model in ZBrush. The model in question is a new enemy for the upcoming When Atlas Falters. The concept art and development can be seen here: https://goo.gl/eO1FqE
After the ZBrush model is completed, the model will be imported into Maya so that it can be retopologised into a low poly mesh ready for rigging and texturing.
A few notes regarding the process:
1) Work to the level of detail you will need. When Atlas Falters has quite a zoomed out perspective, so spending hours working on tiny wrinkles and details would just be time better spent elsewhere as they simply won't be visible in game.
2) Work on large forms and anatomy first, do not subdivide too much too early as if you notice any major anatomical irregularities later in the process it will be far harder to go back and change them.
3) Make sure your model is T-Posed (or as close as you can reasonably get if anatomy does not allow it). This will make rigging a far less painful experience.
Twitter: / wafgame
Facebook: / whenatlasfalters
Website: http://whenatlasfalters.com
Music:
Undercover Vampire Policeman by Chris Zabriskie is licensed under a Creative Commons Attribution license (https://creativecommons.org/licenses/...)
Source: http://chriszabriskie.com/uvp/
Artist: http://chriszabriskie.com/
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