Tuesday 10 May 2011

Completion of Sculpting and UV/Normal Mapping for Character No. 4

Today, I've finally managed to finish the high poly developments for the forth character in ZBrush. I then work on creating UV and Normal maps again with the help of UV Master, and I went back to Maya to UV map out the other mechanical parts (the energy generators on the character's back) and exported the UV mapped model back into ZBrush in preperation for polypaint.

The polypaint process (the colour blocking process) went really well and quick, and with the all the UV maps created, I was able to transfer the polypaint textures directly onto the UV map in ZBrush which was a time saver rather than doing them all in Photoshop.

All I need to do for tomorrow is develop some texture tests over the rendered image in Photoshop, and then apply the chosen textures onto the UV maps thus transfering the UV map textures onto the model in ZBrush or Maya for texture testing. I'll also need to create the final composite image in Photoshop with the character's action pose, and create some turnaround animations from ZBrush towards building the final showreel (either by tomorrow or on Thursday).

Final Character Mesh in Colour (before texture tests)

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